[Scummvm-git-logs] scummvm master -> 76c94655a35f26c1e882d88393295ddde5772789
sev-
sev at scummvm.org
Fri Mar 9 18:00:57 CET 2018
This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
0209f540e2 BLADERUNNER: Added Lance actor
76c94655a3 BLADERUNNER: Added InsectDealer actor
Commit: 0209f540e23ac46803a71eb0eee89dd0422e3b8e
https://github.com/scummvm/scummvm/commit/0209f540e23ac46803a71eb0eee89dd0422e3b8e
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2018-03-09T14:25:06+01:00
Commit Message:
BLADERUNNER: Added Lance actor
Changed paths:
A engines/bladerunner/script/ai/lance.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 a5e0763..b12d57a 100644
--- a/engines/bladerunner/module.mk
+++ b/engines/bladerunner/module.mk
@@ -61,6 +61,7 @@ MODULE_OBJS = \
script/ai/hysteria_patron2.o \
script/ai/hysteria_patron3.o \
script/ai/klein.o \
+ script/ai/lance.o \
script/ai/leon.o \
script/ai/maggie.o \
script/ai/male_announcer.o \
diff --git a/engines/bladerunner/script/ai/lance.cpp b/engines/bladerunner/script/ai/lance.cpp
new file mode 100644
index 0000000..3f2b053
--- /dev/null
+++ b/engines/bladerunner/script/ai/lance.cpp
@@ -0,0 +1,123 @@
+/* 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 {
+
+AIScriptLance::AIScriptLance(BladeRunnerEngine *vm) : AIScriptBase(vm) {
+}
+
+void AIScriptLance::Initialize() {
+ _animationFrame = 0;
+ _animationState = 0;
+ _animationStateNext = 0;
+ _animationNext = 0;
+}
+
+bool AIScriptLance::Update() {
+ return false;
+}
+
+void AIScriptLance::TimerExpired(int timer) {
+ //return false;
+}
+
+void AIScriptLance::CompletedMovementTrack() {
+ //return false;
+}
+
+void AIScriptLance::ReceivedClue(int clueId, int fromActorId) {
+ //return false;
+}
+
+void AIScriptLance::ClickedByPlayer() {
+ //return false;
+}
+
+void AIScriptLance::EnteredScene(int sceneId) {
+ // return false;
+}
+
+void AIScriptLance::OtherAgentEnteredThisScene(int otherActorId) {
+ // return false;
+}
+
+void AIScriptLance::OtherAgentExitedThisScene(int otherActorId) {
+ // return false;
+}
+
+void AIScriptLance::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
+ // return false;
+}
+
+void AIScriptLance::ShotAtAndMissed() {
+ // return false;
+}
+
+bool AIScriptLance::ShotAtAndHit() {
+ return false;
+}
+
+void AIScriptLance::Retired(int byActorId) {
+ // return false;
+}
+
+int AIScriptLance::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
+ return 0;
+}
+
+bool AIScriptLance::GoalChanged(int currentGoalNumber, int newGoalNumber) {
+ return false;
+}
+
+bool AIScriptLance::UpdateAnimation(int *animation, int *frame) {
+ return true;
+}
+
+bool AIScriptLance::ChangeAnimationMode(int mode) {
+ return true;
+}
+
+void AIScriptLance::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
+ *animationState = _animationState;
+ *animationFrame = _animationFrame;
+ *animationStateNext = _animationStateNext;
+ *animationNext = _animationNext;
+}
+
+void AIScriptLance::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
+ _animationState = animationState;
+ _animationFrame = animationFrame;
+ _animationStateNext = animationStateNext;
+ _animationNext = animationNext;
+}
+
+bool AIScriptLance::ReachedMovementTrackWaypoint(int waypointId) {
+ return true;
+}
+
+void AIScriptLance::FledCombat() {
+ // return false;
+}
+
+} // End of namespace BladeRunner
diff --git a/engines/bladerunner/script/ai_script.cpp b/engines/bladerunner/script/ai_script.cpp
index 967cbb9..cac0686 100644
--- a/engines/bladerunner/script/ai_script.cpp
+++ b/engines/bladerunner/script/ai_script.cpp
@@ -42,6 +42,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
_AIScripts[kActorMcCoy] = new AIScriptMcCoy(_vm);
_AIScripts[kActorGrigorian] = new AIScriptGrigorian(_vm);
_AIScripts[kActorTransient] = new AIScriptTransient(_vm);
+ _AIScripts[kActorLance] = new AIScriptLance(_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 b048003..7f42507 100644
--- a/engines/bladerunner/script/ai_script.h
+++ b/engines/bladerunner/script/ai_script.h
@@ -128,6 +128,9 @@ END_SCRIPT
DECLARE_SCRIPT(Transient)
END_SCRIPT
+DECLARE_SCRIPT(Lance)
+END_SCRIPT
+
DECLARE_SCRIPT(Runciter)
int var_45CD78;
int var_45CD7C;
Commit: 76c94655a35f26c1e882d88393295ddde5772789
https://github.com/scummvm/scummvm/commit/76c94655a35f26c1e882d88393295ddde5772789
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2018-03-09T18:00:09+01:00
Commit Message:
BLADERUNNER: Added InsectDealer actor
Changed paths:
A engines/bladerunner/script/ai/insect_dealer.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 b12d57a..4a17be5 100644
--- a/engines/bladerunner/module.mk
+++ b/engines/bladerunner/module.mk
@@ -60,6 +60,7 @@ MODULE_OBJS = \
script/ai/hysteria_patron1.o \
script/ai/hysteria_patron2.o \
script/ai/hysteria_patron3.o \
+ script/ai/insect_dealer.o \
script/ai/klein.o \
script/ai/lance.o \
script/ai/leon.o \
diff --git a/engines/bladerunner/script/ai/insect_dealer.cpp b/engines/bladerunner/script/ai/insect_dealer.cpp
new file mode 100644
index 0000000..98318eb
--- /dev/null
+++ b/engines/bladerunner/script/ai/insect_dealer.cpp
@@ -0,0 +1,373 @@
+/* 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 {
+
+AIScriptInsectDealer::AIScriptInsectDealer(BladeRunnerEngine *vm) : AIScriptBase(vm) {
+}
+
+void AIScriptInsectDealer::Initialize() {
+ _animationFrame = 0;
+ _animationState = 0;
+ _animationStateNext = 0;
+ _animationNext = 0;
+
+ _flag1 = false;
+ _state1 = 0;
+ _var1 = 1;
+ _var2 = 6;
+ _var3 = 0;
+
+ Actor_Put_In_Set(kActorInsectDealer, 0);
+ Actor_Set_At_XYZ(kActorInsectDealer, -414.0, 0.0, -1199.0, 371);
+ Actor_Set_Goal_Number(kActorInsectDealer, 0);
+}
+
+bool AIScriptInsectDealer::Update() {
+ if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Goal_Number(kActorInsectDealer) < 400)
+ Actor_Set_Goal_Number(kActorInsectDealer, 400);
+
+ return false;
+}
+
+void AIScriptInsectDealer::TimerExpired(int timer) {
+ //return false;
+}
+
+void AIScriptInsectDealer::CompletedMovementTrack() {
+ //return false;
+}
+
+void AIScriptInsectDealer::ReceivedClue(int clueId, int fromActorId) {
+ //return false;
+}
+
+void AIScriptInsectDealer::ClickedByPlayer() {
+ //return false;
+}
+
+void AIScriptInsectDealer::EnteredScene(int sceneId) {
+ // return false;
+}
+
+void AIScriptInsectDealer::OtherAgentEnteredThisScene(int otherActorId) {
+ // return false;
+}
+
+void AIScriptInsectDealer::OtherAgentExitedThisScene(int otherActorId) {
+ // return false;
+}
+
+void AIScriptInsectDealer::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
+ // return false;
+}
+
+void AIScriptInsectDealer::ShotAtAndMissed() {
+ // return false;
+}
+
+bool AIScriptInsectDealer::ShotAtAndHit() {
+ return false;
+}
+
+void AIScriptInsectDealer::Retired(int byActorId) {
+ // return false;
+}
+
+int AIScriptInsectDealer::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
+ return 0;
+}
+
+bool AIScriptInsectDealer::GoalChanged(int currentGoalNumber, int newGoalNumber) {
+ if (newGoalNumber == 400) {
+ Actor_Put_In_Set(kActorInsectDealer, kSetFreeSlotH);
+ Actor_Set_At_Waypoint(kActorInsectDealer, 40, 0);
+
+ if (!Game_Flag_Query(374)) {
+ Game_Flag_Set(374);
+ Item_Remove_From_World(106);
+ }
+ }
+
+ return false;
+}
+
+bool AIScriptInsectDealer::UpdateAnimation(int *animation, int *frame) {
+ int frameRes;
+
+ switch (_animationState) {
+ case 0:
+ if (_state1 > 1) {
+ frameRes = _animationFrame;
+ } else if (_state1) {
+ *animation = 546;
+ _animationFrame++;
+
+ if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(546)) {
+ frameRes = _animationFrame;
+ } else {
+ _animationFrame = 0;
+ _state1 = 0;
+ *animation = 545;
+ _var2 = Random_Query(6, 14);
+ frameRes = _animationFrame;
+ _var1 = 2 * Random_Query(0, 1) - 1;
+ }
+ } else {
+ *animation = 545;
+
+ if (_var3) {
+ _var3--;
+
+ if (Random_Query(0, 6)) {
+ frameRes = _animationFrame;
+ } else {
+ frameRes = _animationFrame;
+ _var1 = -_var1;
+ }
+ } else {
+ _animationFrame += _var1;
+
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
+ _animationFrame = 0;
+
+ if (!Random_Query(0, 2)) {
+ _state1 = 2 * Random_Query(0, 1);
+ }
+ }
+
+ if (_animationFrame < 0) {
+ _animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
+ }
+
+ _var3 = Random_Query(0, 1);
+ frameRes = _animationFrame;
+
+ if (!_animationFrame) {
+ _state1 = Random_Query(0, 1);
+ frameRes = _animationFrame;
+ }
+ }
+ }
+ break;
+ case 1:
+ frameRes = _animationFrame;
+ if (!_animationFrame && _flag1) {
+ *animation = 545;
+ _animationState = 0;
+ } else {
+ *animation = 548;
+ _animationFrame = frameRes + 1;
+
+ if (frameRes + 1 < Slice_Animation_Query_Number_Of_Frames(548)) {
+ frameRes = _animationFrame;
+ } else {
+ _animationFrame = 0;
+ frameRes = 0;
+ _animationState = 0;
+ }
+ }
+ break;
+ case 2:
+ *animation = 549;
+ _animationFrame++;
+
+ if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(549)) {
+ frameRes = _animationFrame;
+ } else {
+ _animationFrame = 0;
+ frameRes = 0;
+ _animationState = 1;
+ *animation = 548;
+ }
+ break;
+ case 3:
+ *animation = 550;
+ _animationFrame++;
+
+ if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(550)) {
+ frameRes = _animationFrame;
+ } else {
+ _animationFrame = 0;
+ frameRes = 0;
+ _animationState = 1;
+ *animation = 548;
+ }
+ break;
+ case 4:
+ *animation = 551;
+ _animationFrame++;
+
+ if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(551)) {
+ frameRes = _animationFrame;
+ } else {
+ _animationFrame = 0;
+ frameRes = 0;
+ _animationState = 1;
+ *animation = 548;
+ }
+ break;
+ case 5:
+ *animation = 552;
+ _animationFrame++;
+
+ if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(552)) {
+ frameRes = _animationFrame;
+ } else {
+ _animationFrame = 0;
+ frameRes = 0;
+ _animationState = 1;
+ *animation = 548;
+ }
+ break;
+ case 6:
+ *animation = 553;
+ _animationFrame++;
+
+ if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(553)) {
+ frameRes = _animationFrame;
+ } else {
+ _animationFrame = 0;
+ frameRes = 0;
+ _animationState = 1;
+ *animation = 548;
+ }
+ break;
+ case 7:
+ *animation = 554;
+ _animationFrame++;
+
+ if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(554)) {
+ frameRes = _animationFrame;
+ } else {
+ _animationFrame = 0;
+ frameRes = 0;
+ _animationState = 1;
+ *animation = 548;
+ }
+ break;
+ case 8:
+ *animation = 547;
+ _animationFrame++;
+
+ if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(547)) {
+ frameRes = _animationFrame;
+ } else {
+ *animation = 545;
+ _animationFrame = 0;
+ frameRes = 0;
+ _animationState = 0;
+ }
+ break;
+ default:
+ frameRes = _animationFrame;
+ break;
+ }
+
+ *frame = frameRes;
+
+ return true;
+}
+
+bool AIScriptInsectDealer::ChangeAnimationMode(int mode) {
+ switch (mode) {
+ case 0:
+ if (_animationState > 0 && _animationState <= 7) {
+ _flag1 = 1;
+ } else {
+ _animationState = 0;
+ _animationFrame = 0;
+ }
+ break;
+ case 3:
+ case 18:
+ case 19:
+ _animationState = 1;
+ _animationFrame = 0;
+ _flag1 = 0;
+ break;
+ case 12:
+ _animationState = 2;
+ _animationFrame = 0;
+ _flag1 = 0;
+ break;
+ case 13:
+ _animationState = 3;
+ _animationFrame = 0;
+ _flag1 = 0;
+ break;
+ case 14:
+ _animationState = 4;
+ _animationFrame = 0;
+ _flag1 = 0;
+ break;
+ case 15:
+ _animationState = 5;
+ _animationFrame = 0;
+ _flag1 = 0;
+ break;
+ case 16:
+ _animationState = 6;
+ _animationFrame = 0;
+ _flag1 = 0;
+ break;
+ case 17:
+ _animationState = 7;
+ _animationFrame = 0;
+ _flag1 = 0;
+ break;
+ case 23:
+ _animationState = 8;
+ _animationFrame = 0;
+ break;
+ default:
+ break;
+ }
+
+ return true;
+}
+
+void AIScriptInsectDealer::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
+ *animationState = _animationState;
+ *animationFrame = _animationFrame;
+ *animationStateNext = _animationStateNext;
+ *animationNext = _animationNext;
+}
+
+void AIScriptInsectDealer::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
+ _animationState = animationState;
+ _animationFrame = animationFrame;
+ _animationStateNext = animationStateNext;
+ _animationNext = animationNext;
+}
+
+bool AIScriptInsectDealer::ReachedMovementTrackWaypoint(int waypointId) {
+ return true;
+}
+
+void AIScriptInsectDealer::FledCombat() {
+ // return false;
+}
+
+} // End of namespace BladeRunner
diff --git a/engines/bladerunner/script/ai_script.cpp b/engines/bladerunner/script/ai_script.cpp
index cac0686..53b158c 100644
--- a/engines/bladerunner/script/ai_script.cpp
+++ b/engines/bladerunner/script/ai_script.cpp
@@ -43,6 +43,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
_AIScripts[kActorGrigorian] = new AIScriptGrigorian(_vm);
_AIScripts[kActorTransient] = new AIScriptTransient(_vm);
_AIScripts[kActorLance] = new AIScriptLance(_vm);
+ _AIScripts[kActorInsectDealer] = new AIScriptInsectDealer(_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 7f42507..15ddb0c 100644
--- a/engines/bladerunner/script/ai_script.h
+++ b/engines/bladerunner/script/ai_script.h
@@ -131,6 +131,14 @@ END_SCRIPT
DECLARE_SCRIPT(Lance)
END_SCRIPT
+DECLARE_SCRIPT(InsectDealer)
+ bool _flag1;
+ int _state1;
+ int _var1;
+ int _var2;
+ int _var3;
+END_SCRIPT
+
DECLARE_SCRIPT(Runciter)
int var_45CD78;
int var_45CD7C;
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