From a5fa436d8d427ff4a929d97ffe698063656fc8fe Mon Sep 17 00:00:00 2001 From: Eugene Sandulenko Date: Fri, 9 Mar 2018 21:48:09 +0100 Subject: BLADERUNNER: Added Mia actor --- engines/bladerunner/module.mk | 1 + engines/bladerunner/script/ai/mia.cpp | 233 +++++++++++++++++++++++++++++++ engines/bladerunner/script/ai_script.cpp | 1 + engines/bladerunner/script/ai_script.h | 4 + 4 files changed, 239 insertions(+) create mode 100644 engines/bladerunner/script/ai/mia.cpp (limited to 'engines') diff --git a/engines/bladerunner/module.mk b/engines/bladerunner/module.mk index 05297b9322..853d49c75f 100644 --- a/engines/bladerunner/module.mk +++ b/engines/bladerunner/module.mk @@ -69,6 +69,7 @@ MODULE_OBJS = \ script/ai/male_announcer.o \ script/ai/marcus.o \ script/ai/mccoy.o \ + script/ai/mia.o \ script/ai/newscaster.o \ script/ai/officer_leary.o \ script/ai/runciter.o \ diff --git a/engines/bladerunner/script/ai/mia.cpp b/engines/bladerunner/script/ai/mia.cpp new file mode 100644 index 0000000000..fdd24dabe1 --- /dev/null +++ b/engines/bladerunner/script/ai/mia.cpp @@ -0,0 +1,233 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#include "bladerunner/script/ai_script.h" + +namespace BladeRunner { + +AIScriptMia::AIScriptMia(BladeRunnerEngine *vm) : AIScriptBase(vm) { +} + +void AIScriptMia::Initialize() { + _animationFrame = 0; + _animationState = 0; + _animationStateNext = 0; + _animationNext = 0; + + _flag1 = false; + Actor_Put_In_Set(kActorMia, kSetHF01); + Actor_Set_At_XYZ(kActorMia, 606.77, -0.01, -214.3, 511); + Actor_Set_Goal_Number(kActorMia, 0); +} + +bool AIScriptMia::Update() { + if (Global_Variable_Query(kVariableChapter) == 4 && Actor_Query_Goal_Number(kActorMia) != 300) + Actor_Set_Goal_Number(kActorMia, 300); + + return false; +} + +void AIScriptMia::TimerExpired(int timer) { + //return false; +} + +void AIScriptMia::CompletedMovementTrack() { + //return false; +} + +void AIScriptMia::ReceivedClue(int clueId, int fromActorId) { + //return false; +} + +void AIScriptMia::ClickedByPlayer() { + //return false; +} + +void AIScriptMia::EnteredScene(int sceneId) { + // return false; +} + +void AIScriptMia::OtherAgentEnteredThisScene(int otherActorId) { + // return false; +} + +void AIScriptMia::OtherAgentExitedThisScene(int otherActorId) { + // return false; +} + +void AIScriptMia::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { + // return false; +} + +void AIScriptMia::ShotAtAndMissed() { + // return false; +} + +bool AIScriptMia::ShotAtAndHit() { + return false; +} + +void AIScriptMia::Retired(int byActorId) { + // return false; +} + +int AIScriptMia::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { + return 0; +} + +bool AIScriptMia::GoalChanged(int currentGoalNumber, int newGoalNumber) { + if (newGoalNumber == 300) { + Actor_Put_In_Set(kActorMia, kSetFreeSlotH); + Actor_Set_At_Waypoint(kActorMia, 40, 0); + } + + return false; +} + +bool AIScriptMia::UpdateAnimation(int *animation, int *frame) { + switch (_animationState) { + case 0: + *animation = 566; + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(566)) + _animationFrame = 0; + + break; + + case 1: + *animation = 567; + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(567)) { + *animation = 566; + _animationFrame = 0; + _animationState = 0; + } + break; + + case 2: + *animation = 568; + + if (!_animationFrame && _flag1) { + *animation = 566; + _animationFrame = 0; + _animationState = 0; + } else { + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { + _animationFrame = 0; + } + } + break; + + case 3: + *animation = 569; + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(569)) { + _animationFrame = 0; + _animationState = 2; + *animation = 568; + } + break; + + case 4: + *animation = 570; + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(570)) { + _animationFrame = 0; + _animationState = 2; + *animation = 568; + } + break; + + default: + break; + } + + *frame = _animationFrame; + + return true; +} + +bool AIScriptMia::ChangeAnimationMode(int mode) { + switch (mode) { + case 0: + if (_animationState >= 2 && _animationState <= 4) { + _flag1 = false; + } else { + _animationFrame = 0; + _animationState = 0; + } + break; + case 3: + _animationFrame = 0; + _flag1 = false; + _animationState = 2; + break; + case 12: + _animationFrame = 0; + _flag1 = false; + _animationState = 3; + break; + case 13: + _animationFrame = 0; + _flag1 = false; + _animationState = 4; + break; + case 23: + _animationFrame = 0; + _animationState = 1; + break; + default: + break; + } + + return true; +} + +void AIScriptMia::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { + *animationState = _animationState; + *animationFrame = _animationFrame; + *animationStateNext = _animationStateNext; + *animationNext = _animationNext; +} + +void AIScriptMia::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { + _animationState = animationState; + _animationFrame = animationFrame; + _animationStateNext = animationStateNext; + _animationNext = animationNext; +} + +bool AIScriptMia::ReachedMovementTrackWaypoint(int waypointId) { + return true; +} + +void AIScriptMia::FledCombat() { + // return false; +} + +} // End of namespace BladeRunner diff --git a/engines/bladerunner/script/ai_script.cpp b/engines/bladerunner/script/ai_script.cpp index 8fc44e2d61..0c9f0b935c 100644 --- a/engines/bladerunner/script/ai_script.cpp +++ b/engines/bladerunner/script/ai_script.cpp @@ -49,6 +49,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) { _AIScripts[kActorTyrellGuard] = new AIScriptTyrellGuard(_vm); // 17 _AIScripts[kActorZuben] = new AIScriptZuben(_vm); // 19 _AIScripts[kActorMarcus] = new AIScriptMarcus(_vm); // 21 + _AIScripts[kActorMia] = new AIScriptMia(_vm); // 22 _AIScripts[kActorOfficerLeary] = new AIScriptOfficerLeary(_vm); // 23 _AIScripts[kActorHowieLee] = new AIScriptHowieLee(_vm); // 28 _AIScripts[kActorKlein] = new AIScriptKlein(_vm); // 30 diff --git a/engines/bladerunner/script/ai_script.h b/engines/bladerunner/script/ai_script.h index 45ae81088b..9bd6e3e7fe 100644 --- a/engines/bladerunner/script/ai_script.h +++ b/engines/bladerunner/script/ai_script.h @@ -181,6 +181,10 @@ END_SCRIPT DECLARE_SCRIPT(Marcus) END_SCRIPT +DECLARE_SCRIPT(Mia) + bool _flag1; +END_SCRIPT + DECLARE_SCRIPT(OfficerLeary) int var_45D5B8; int var_45D5BC; -- cgit v1.2.3