[Scummvm-git-logs] scummvm master -> 59a397e4f89ba3c212da5d759043494639f6e0c6

sev- sev at scummvm.org
Fri Mar 9 14:21:26 CET 2018


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
59a397e4f8 BLADERUNNER: Added Transient actor


Commit: 59a397e4f89ba3c212da5d759043494639f6e0c6
    https://github.com/scummvm/scummvm/commit/59a397e4f89ba3c212da5d759043494639f6e0c6
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2018-03-09T14:20:18+01:00

Commit Message:
BLADERUNNER: Added Transient actor

Changed paths:
  A engines/bladerunner/script/ai/transient.cpp
    engines/bladerunner/module.mk
    engines/bladerunner/script/ai_script.cpp
    engines/bladerunner/script/ai_script.h


diff --git a/engines/bladerunner/module.mk b/engines/bladerunner/module.mk
index 8760d32..a5e0763 100644
--- a/engines/bladerunner/module.mk
+++ b/engines/bladerunner/module.mk
@@ -70,6 +70,7 @@ MODULE_OBJS = \
 	script/ai/runciter.o \
 	script/ai/sergeant_walls.o \
 	script/ai/shoeshine_man.o \
+	script/ai/transient.o \
 	script/ai/zuben.o \
 	script/scene_script.o \
 	script/scene/ar01.o \
diff --git a/engines/bladerunner/script/ai/transient.cpp b/engines/bladerunner/script/ai/transient.cpp
new file mode 100644
index 0000000..4aa5a18
--- /dev/null
+++ b/engines/bladerunner/script/ai/transient.cpp
@@ -0,0 +1,562 @@
+/* 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 {
+
+AIScriptTransient::AIScriptTransient(BladeRunnerEngine *vm) : AIScriptBase(vm) {
+}
+
+void AIScriptTransient::Initialize() {
+	_animationFrame = 0;
+	_animationState = 0;
+	_animationStateNext = 0;
+	_animationNext = 0;
+
+	Actor_Put_In_Set(kActorTransient, kSetCT03_CT04);
+	Actor_Set_At_XYZ(kActorTransient, -171.41, -621.3, 736.52, 580);
+	Actor_Set_Goal_Number(kActorTransient, 0);
+	Actor_Set_Targetable(kActorTransient, 1);
+}
+
+bool AIScriptTransient::Update() {
+	if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Which_Set_In(kActorTransient) != 97) {
+		Actor_Put_In_Set(kActorTransient, kSetFreeSlotG);
+		Actor_Set_At_Waypoint(kActorTransient, 39, 0);
+	}
+	if ((!Actor_Query_Goal_Number(kActorTransient) || Actor_Query_Goal_Number(kActorTransient) == 10)
+			&& Global_Variable_Query(kVariableChapter) == 2) {
+		Actor_Set_Goal_Number(kActorTransient, 200);
+	}
+	if (Game_Flag_Query(169) && Game_Flag_Query(170) && !Game_Flag_Query(171) && !Game_Flag_Query(172)
+			&& Global_Variable_Query(kVariableChapter) == 3) {
+		Game_Flag_Set(172);
+	}
+	if (Game_Flag_Query(171) == 1 && Actor_Query_Goal_Number(kActorTransient) != 6
+			&& Actor_Query_Goal_Number(kActorTransient) != 599
+			&& Global_Variable_Query(kVariableChapter) < 4) {
+		Actor_Set_Goal_Number(kActorTransient, 6);
+	}
+	if (Player_Query_Current_Scene() == 16 && !Game_Flag_Query(492)) {
+		Game_Flag_Set(492);
+		AI_Countdown_Timer_Reset(kActorTransient, 1);
+		AI_Countdown_Timer_Start(kActorTransient, 1, 12);
+	}
+
+	return false;
+}
+
+void AIScriptTransient::TimerExpired(int timer) {
+	if (timer <= 1) {
+		if (timer) {
+			if (!Actor_Query_Goal_Number(kActorTransient)) {
+				Actor_Set_Goal_Number(kActorTransient, 10);
+				Actor_Change_Animation_Mode(kActorTransient, 0);
+			}
+			Actor_Set_Goal_Number(kActorTransient, 10);
+			Actor_Set_Targetable(kActorTransient, 0);
+			AI_Countdown_Timer_Reset(kActorTransient, 1);
+		} else if (Actor_Query_Goal_Number(kActorTransient) == 395 && Actor_Query_Which_Set_In(kActorMcCoy) == 85) {
+			AI_Countdown_Timer_Start(kActorTransient, 0, Random_Query(20, 10));
+			switch (Random_Query(1, 3) - 1) {
+			case 0:
+				Sound_Play(356, 50, 0, 0, 50);
+				break;
+			case 1:
+				Sound_Play(357, 50, 0, 0, 50);
+				break;
+			case 2:
+				Sound_Play(358, 50, 0, 0, 50);
+				break;
+			default:
+				break;
+			}
+		} else if (Actor_Query_Goal_Number(kActorTransient) != 599) {
+			Actor_Set_Goal_Number(kActorTransient, 391);
+			AI_Countdown_Timer_Reset(kActorTransient, 0);
+		}
+	}
+}
+
+void AIScriptTransient::CompletedMovementTrack() {
+	//return false;
+}
+
+void AIScriptTransient::ReceivedClue(int clueId, int fromActorId) {
+	//return false;
+}
+
+void AIScriptTransient::ClickedByPlayer() {
+	//return false;
+}
+
+void AIScriptTransient::EnteredScene(int sceneId) {
+	// return false;
+}
+
+void AIScriptTransient::OtherAgentEnteredThisScene(int otherActorId) {
+	// return false;
+}
+
+void AIScriptTransient::OtherAgentExitedThisScene(int otherActorId) {
+	// return false;
+}
+
+void AIScriptTransient::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
+	// return false;
+}
+
+void AIScriptTransient::ShotAtAndMissed() {
+	// return false;
+}
+
+bool AIScriptTransient::ShotAtAndHit() {
+	Actor_Set_Frame_Rate_FPS(kActorTransient, 8);
+	if (Game_Flag_Query(716))
+		_animationState = 11;
+	else
+		_animationState = 14;
+
+	_animationFrame = 0;
+
+	Actor_Set_Targetable(kActorTransient, 0);
+	if (Global_Variable_Query(kVariableChapter) < 4)
+		Actor_Set_Goal_Number(kActorTransient, 3);
+	else
+		Actor_Set_Goal_Number(kActorTransient, 599);
+
+	Game_Flag_Set(169);
+
+	return false;
+}
+
+void AIScriptTransient::Retired(int byActorId) {
+	Actor_Set_Goal_Number(kActorTransient, 599);
+
+	if (Global_Variable_Query(kVariableChapter) == 4)
+		Game_Flag_Set(607);
+}
+
+int AIScriptTransient::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
+	return 0;
+}
+
+bool AIScriptTransient::GoalChanged(int currentGoalNumber, int newGoalNumber) {
+	switch (newGoalNumber) {
+	case 2:
+		AI_Movement_Track_Flush(kActorTransient);
+		AI_Movement_Track_Append(kActorTransient, 51, 0);
+		AI_Movement_Track_Append(kActorTransient, 105, 0);
+		AI_Movement_Track_Append(kActorTransient, 42, 1);
+		AI_Movement_Track_Repeat(kActorTransient);
+
+		return true;
+	case 6:
+		AI_Movement_Track_Flush(kActorTransient);
+		AI_Movement_Track_Append(kActorTransient, 41, 10);
+		AI_Movement_Track_Repeat(kActorTransient);
+
+		return true;
+	case 200:
+		Actor_Put_In_Set(kActorTransient, kSetFreeSlotH);
+		Actor_Set_At_Waypoint(kActorTransient, 40, 0);
+
+		return true;
+	case 390:
+		Actor_Put_In_Set(kActorTransient, kSetUG13);
+		Actor_Set_At_XYZ(kActorTransient, -310.0, 55.0, -350.0, 400);
+		Actor_Change_Animation_Mode(kActorTransient, 53);
+		Actor_Set_Targetable(kActorTransient, 1);
+		Game_Flag_Set(716);
+
+		return true;
+	case 391:
+		Actor_Change_Animation_Mode(kActorTransient, 53);
+		return true;
+	case 395:
+		Actor_Change_Animation_Mode(kActorTransient, 55);
+		AI_Countdown_Timer_Start(kActorTransient, 0, Random_Query(30, 40));
+
+		return true;
+	case 599:
+		AI_Countdown_Timer_Reset(kActorTransient, 0);
+		return true;
+	}
+
+	return false;
+}
+
+bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
+	switch (_animationState) {
+	case 0:
+		*animation = 499;
+		_animationFrame++;
+
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(499)) {
+			_animationFrame = 0;
+		} else {
+			*animation = 497;
+
+			if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(497))
+				_animationFrame = 0;
+		}
+		break;
+	case 1:
+		*animation = 487;
+		_animationFrame++;
+
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(487))
+			_animationFrame = 0;
+
+		break;
+	case 2:
+		*animation = 500;
+		_animationFrame++;
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(500))
+			_animationFrame = 0;
+		break;
+	case 3:
+		*animation = 501;
+		_animationFrame++;
+
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(501)) {
+			_animationState = 2;
+			_animationFrame = 0;
+			*animation = 500;
+		}
+		break;
+	case 4:
+		*animation = 502;
+		_animationFrame++;
+
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(502)) {
+			_animationState = 2;
+			_animationFrame = 0;
+			*animation = 500;
+		}
+		break;
+	case 5:
+		*animation = 503;
+		_animationFrame++;
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(503)) {
+			_animationState = 2;
+			_animationFrame = 0;
+			*animation = 500;
+		}
+		break;
+	case 6:
+		*animation = 491;
+		_animationFrame++;
+
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(491))
+			_animationFrame = 0;
+
+		break;
+	case 7:
+		*animation = 492;
+		_animationFrame++;
+
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(492)) {
+			_animationState = 6;
+			_animationFrame = 0;
+		}
+		break;
+	case 8:
+		*animation = 493;
+		_animationFrame++;
+
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(493)) {
+			_animationState = 6;
+			_animationFrame = 0;
+		}
+		break;
+	case 9:
+		*animation = 494;
+		_animationFrame++;
+
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(494)) {
+			_animationState = 6;
+			_animationFrame = 0;
+		}
+		break;
+	case 10:
+		*animation = 496;
+		_animationFrame++;
+
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(496)) {
+			_animationState = 6;
+			_animationFrame = 0;
+		}
+		break;
+	case 11:
+		*animation = 495;
+		_animationFrame++;
+
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(495)) {
+			Actor_Set_Frame_Rate_FPS(kActorTransient, 8);
+			_animationState = 12;
+			_animationFrame = Slice_Animation_Query_Number_Of_Frames(495) - 1;
+		}
+		break;
+	case 12:
+		*animation = 495;
+		_animationFrame = Slice_Animation_Query_Number_Of_Frames(495) - 1;
+		break;
+	case 14:
+		*animation = 489;
+		_animationFrame++;
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(489)) {
+			Actor_Set_Goal_Number(kActorTransient, 3);
+			_animationState = 15;
+			_animationFrame = Slice_Animation_Query_Number_Of_Frames(489) - 1;
+			Actor_Set_Targetable(kActorTransient, 0);
+			Actor_Retired_Here(kActorTransient, 120, 24, 1, -1);
+		}
+		break;
+	case 15:
+		*animation = 489;
+		_animationFrame = Slice_Animation_Query_Number_Of_Frames(489) - 1;
+		break;
+	case 16:
+		*animation = 504;
+		_animationFrame++;
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(504) - 1)
+		_animationFrame = 0;
+
+		break;
+	case 17:
+		*animation = 505;
+		_animationFrame++;
+
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(505) - 1) {
+			*animation = 497;
+			_animationFrame = 0;
+			_animationState = 0;
+			Actor_Change_Animation_Mode(kActorTransient, 0);
+
+			if (Actor_Query_Goal_Number(kActorTransient) == 10 && Player_Query_Current_Scene() == 16) {
+				Actor_Set_At_XYZ(kActorTransient, -171.41, -621.30, 728.52, 530);
+				Actor_Face_Actor(kActorTransient, kActorMcCoy, 1);
+			}
+		}
+		break;
+	case 18:
+		*animation = 491;
+		_animationFrame++;
+
+		if (_animationFrame - 1 == 4)
+			_animationState = 19;
+
+		break;
+	case 19:
+		*animation = 491;
+		_animationFrame--;
+
+		if (_animationFrame + 1 == 4)
+			_animationState = 18;
+
+		break;
+	default:
+		*animation = 399;
+		break;
+	}
+
+	*frame = _animationFrame;
+
+	return true;
+}
+
+bool AIScriptTransient::ChangeAnimationMode(int mode) {
+	if (mode != 55)
+		Actor_Set_Frame_Rate_FPS(kActorTransient, 8);
+
+	switch (mode) {
+	case 0:
+		switch (_animationState) {
+		case 0:
+			return 1;
+		case 6:
+		case 7:
+		case 8:
+		case 9:
+		case 10:
+		case 18:
+		case 19:
+			_animationState = 6;
+			_animationFrame = 0;
+			break;
+		case 16:
+			_animationState = 17;
+			_animationFrame = 0;
+			break;
+		default:
+			_animationState = 0;
+			_animationFrame = 0;
+			break;
+		}
+		break;
+
+	case 1:
+		if (_animationState != 1) {
+			_animationState = 1;
+			_animationFrame = 0;
+		}
+		break;
+	case 2:
+	case 4:
+	case 5:
+	case 6:
+	case 7:
+	case 8:
+	case 9:
+	case 10:
+	case 11:
+	case 15:
+	case 16:
+	case 17:
+	case 18:
+	case 19:
+	case 20:
+	case 22:
+	case 23:
+	case 24:
+	case 25:
+	case 26:
+	case 27:
+	case 28:
+	case 29:
+	case 39:
+	case 40:
+	case 41:
+	case 42:
+	case 43:
+	case 44:
+	case 45:
+	case 46:
+	case 47:
+	case 48:
+	case 49:
+	case 50:
+	case 51:
+	case 52:
+		return 1;
+	case 3:
+	case 30:
+		if (_animationState - 6 > 4)
+			_animationState = 2;
+		else
+		_animationState = 7;
+
+		_animationFrame = 0;
+		break;
+	case 12:
+	case 31:
+		if (_animationState == 6)
+			_animationState = 8;
+		else
+			_animationState = 3;
+
+		_animationFrame = 0;
+		break;
+	case 13:
+	case 32:
+		if (_animationState == 6)
+			_animationState = 9;
+		else
+			_animationState = 4;
+
+		_animationFrame = 0;
+		break;
+	case 14:
+	case 33:
+	case 34:
+	case 35:
+	case 36:
+	case 37:
+		if (_animationState == 6)
+			_animationState = 10;
+		else
+			_animationState = 5;
+
+		_animationFrame = 0;
+		break;
+	case 21:
+		if (Game_Flag_Query(716))
+			_animationState = 11;
+		else
+			_animationState = 14;
+
+		_animationFrame = 0;
+		break;
+	case 38:
+		_animationState = 16;
+		_animationFrame = 0;
+		break;
+	case 53:
+	case 54:
+		_animationState = 6;
+		_animationFrame = 0;
+		break;
+	case 55:
+		if (_animationState == 6) {
+			Actor_Set_Frame_Rate_FPS(kActorTransient, 4);
+			_animationState = 18;
+			_animationFrame = 3;
+		}
+		break;
+	case 89:
+		_animationState = 12;
+		_animationFrame = Slice_Animation_Query_Number_Of_Frames(495) - 1;
+
+		break;
+
+	default:
+		break;
+	}
+
+	return true;
+}
+
+void AIScriptTransient::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
+	*animationState     = _animationState;
+	*animationFrame     = _animationFrame;
+	*animationStateNext = _animationStateNext;
+	*animationNext      = _animationNext;
+}
+
+void AIScriptTransient::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
+	_animationState     = animationState;
+	_animationFrame     = animationFrame;
+	_animationStateNext = animationStateNext;
+	_animationNext      = animationNext;
+}
+
+bool AIScriptTransient::ReachedMovementTrackWaypoint(int waypointId) {
+	return true;
+}
+
+void AIScriptTransient::FledCombat() {
+	// return false;
+}
+
+} // End of namespace BladeRunner
diff --git a/engines/bladerunner/script/ai_script.cpp b/engines/bladerunner/script/ai_script.cpp
index 8a648b8..967cbb9 100644
--- a/engines/bladerunner/script/ai_script.cpp
+++ b/engines/bladerunner/script/ai_script.cpp
@@ -41,6 +41,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
 
 	_AIScripts[kActorMcCoy] = new AIScriptMcCoy(_vm);
 	_AIScripts[kActorGrigorian] = new AIScriptGrigorian(_vm);
+	_AIScripts[kActorTransient] = new AIScriptTransient(_vm);
 	_AIScripts[kActorRunciter] = new AIScriptRunciter(_vm);
 	_AIScripts[kActorZuben] = new AIScriptZuben(_vm);
 	_AIScripts[kActorOfficerLeary] = new AIScriptOfficerLeary(_vm);
diff --git a/engines/bladerunner/script/ai_script.h b/engines/bladerunner/script/ai_script.h
index 4d7d18c..b048003 100644
--- a/engines/bladerunner/script/ai_script.h
+++ b/engines/bladerunner/script/ai_script.h
@@ -125,6 +125,9 @@ DECLARE_SCRIPT(Grigorian)
 	int var_45CA14;
 END_SCRIPT
 
+DECLARE_SCRIPT(Transient)
+END_SCRIPT
+
 DECLARE_SCRIPT(Runciter)
 	int var_45CD78;
 	int var_45CD7C;





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