/* 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 3 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, see . * */ #include "bladerunner/script/ai_script.h" namespace BladeRunner { enum kCrazylegsStates { kCrazylegsStateIdle = 0, kCrazylegsStateHandsUp = 1, kCrazylegsStateMobileCall = 2 // TODO fill in the rest of the animationStates }; AIScriptCrazylegs::AIScriptCrazylegs(BladeRunnerEngine *vm) : AIScriptBase(vm) { _resumeIdleAfterFramesetCompletesFlag = false; } void AIScriptCrazylegs::Initialize() { _animationFrame = 0; _animationState = kCrazylegsStateIdle; _animationStateNext = kCrazylegsStateIdle; _animationNext = 0; _resumeIdleAfterFramesetCompletesFlag = false; World_Waypoint_Set(360, kSetHF05, -103.0f, 40.63f, -53.0f); Actor_Put_In_Set(kActorCrazylegs, kSetHF05); Actor_Set_At_XYZ(kActorCrazylegs, -33.0f, 40.63f, 16.0f, 845); } bool AIScriptCrazylegs::Update() { if (Actor_Query_Goal_Number(kActorCrazylegs) == 10) Actor_Set_Goal_Number(kActorCrazylegs, 11); return false; } void AIScriptCrazylegs::TimerExpired(int timer) { //return false; } void AIScriptCrazylegs::CompletedMovementTrack() { //return false; } void AIScriptCrazylegs::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptCrazylegs::ClickedByPlayer() { //return false; } void AIScriptCrazylegs::EnteredSet(int setId) { // return false; } void AIScriptCrazylegs::OtherAgentEnteredThisSet(int otherActorId) { // return false; } void AIScriptCrazylegs::OtherAgentExitedThisSet(int otherActorId) { // return false; } void AIScriptCrazylegs::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { if (Actor_Query_Goal_Number(kActorCrazylegs) != kGoalCrazyLegsLeavesShowroom && otherActorId == kActorMcCoy) { if (combatMode && Global_Variable_Query(kVariableChapter) < 5 && (!_vm->_cutContent || Actor_Query_In_Set(kActorCrazylegs, kSetHF05))) { Actor_Face_Actor(kActorCrazylegs, kActorMcCoy, true); Actor_Face_Actor(kActorMcCoy, kActorCrazylegs, true); Actor_Says(kActorCrazylegs, 430, 3); Actor_Says_With_Pause(kActorCrazylegs, 440, 0.0f, 3); Actor_Says(kActorMcCoy, 1870, -1); Actor_Says(kActorCrazylegs, 450, 3); Actor_Set_Goal_Number(kActorCrazylegs, kGoalCrazyLegsMcCoyDrewHisGun); } else if (Actor_Query_Goal_Number(kActorCrazylegs) == kGoalCrazyLegsMcCoyDrewHisGun) { Actor_Face_Actor(kActorCrazylegs, kActorMcCoy, true); Actor_Says(kActorCrazylegs, 460, 3); Actor_Says(kActorCrazylegs, 470, 3); Actor_Set_Goal_Number(kActorCrazylegs, kGoalCrazyLegsLeavesShowroom); } } } void AIScriptCrazylegs::ShotAtAndMissed() { if (Actor_Query_Goal_Number(kActorCrazylegs) == kGoalCrazyLegsLeavesShowroom) return; Actor_Set_Goal_Number(kActorCrazylegs, kGoalCrazyLegsLeavesShowroom); } bool AIScriptCrazylegs::ShotAtAndHit() { Actor_Set_Goal_Number(kActorCrazylegs, kGoalCrazyLegsShotAndHit); Actor_Says(kActorMcCoy, 1875, 4); // I wouldn't drag that bucket of bolts if you paid me. return false; } void AIScriptCrazylegs::Retired(int byActorId) { // return false; } int AIScriptCrazylegs::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptCrazylegs::GoalChanged(int currentGoalNumber, int newGoalNumber) { if (newGoalNumber == kGoalCrazyLegsDefault) { return true; } if (newGoalNumber == kGoalCrazyLegsShotAndHit) { AI_Movement_Track_Flush(kActorCrazylegs); Actor_Set_Targetable(kActorCrazylegs, false); return true; } if (newGoalNumber == kGoalCrazyLegsLeavesShowroom) { AI_Movement_Track_Flush(kActorCrazylegs); AI_Movement_Track_Append(kActorCrazylegs, 360, 0); AI_Movement_Track_Append(kActorCrazylegs, 40, 0); AI_Movement_Track_Repeat(kActorCrazylegs); return true; } return false; } bool AIScriptCrazylegs::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case kCrazylegsStateIdle: *animation = kModelAnimationCrazylegsIdle; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsIdle)) _animationFrame = 0; break; case kCrazylegsStateHandsUp: *animation = kModelAnimationCrazylegsHandsUpIdle; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsHandsUpIdle)) _animationFrame = 0; break; case kCrazylegsStateMobileCall: *animation = kModelAnimationCrazylegsMobileIdle; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsMobileIdle)) _animationFrame = 0; break; case 3: *animation = kModelAnimationCrazylegsGestureGive; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsGestureGive)) { *animation = kModelAnimationCrazylegsIdle; _animationFrame = 0; _animationState = kCrazylegsStateIdle; } break; case 4: *animation = kModelAnimationCrazylegsRollSlow; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsRollSlow)) _animationFrame = 0; break; case 5: *animation = kModelAnimationCrazylegsRollFast; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsRollFast)) _animationFrame = 0; break; case 6: if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) { *animation = kModelAnimationCrazylegsIdle; _animationState = kCrazylegsStateIdle; _resumeIdleAfterFramesetCompletesFlag = false; } else { *animation = kModelAnimationCrazylegsCalmTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsCalmTalk)) _animationFrame = 0; } break; case 7: *animation = kModelAnimationCrazylegsSmallHandMoveTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsSmallHandMoveTalk)) { _animationFrame = 0; _animationState = 6; *animation = kModelAnimationCrazylegsCalmTalk; } break; case 8: *animation = kModelAnimationCrazylegsPointingAtSelfTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsPointingAtSelfTalk)) { _animationFrame = 0; _animationState = 6; *animation = kModelAnimationCrazylegsCalmTalk; } break; case 9: *animation = kModelAnimationCrazylegsDisagreeTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsDisagreeTalk)) { _animationFrame = 0; _animationState = 6; *animation = kModelAnimationCrazylegsCalmTalk; } break; case 10: *animation = kModelAnimationCrazylegsFastTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsFastTalk)) { _animationFrame = 0; _animationState = 6; *animation = kModelAnimationCrazylegsCalmTalk; } break; case 11: *animation = kModelAnimationCrazylegsProtestTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsProtestTalk)) { _animationFrame = 0; _animationState = 6; *animation = kModelAnimationCrazylegsCalmTalk; } break; case 12: *animation = kModelAnimationCrazylegsMobileCalmTalk; ++_animationFrame; // This is probably an untriggered animation // TODO This animation has a faulty last frame which "breaks" its looping consistency // TODO It should not lead to kModelAnimationCrazylegsCalmTalk but to one of Crazylegs mobile animations if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsMobileCalmTalk)) { _animationFrame = 0; _animationState = 6; *animation = kModelAnimationCrazylegsCalmTalk; } break; case 13: *animation = kModelAnimationCrazylegsMobileIntenseTalk; ++_animationFrame; // This is probably an untriggered animation // TODO It should not lead to kModelAnimationCrazylegsCalmTalk but to one of Crazylegs mobile animations if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsMobileIntenseTalk)) { _animationFrame = 0; _animationState = 6; *animation = kModelAnimationCrazylegsCalmTalk; } break; case 14: *animation = kModelAnimationCrazylegsHandsUpTalk; ++_animationFrame; // This is probably an untriggered animation // TODO It should not lead to kModelAnimationCrazylegsCalmTalk but to one of Crazylegs hands-up animations if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsHandsUpTalk)) { _animationFrame = 0; _animationState = 6; *animation = kModelAnimationCrazylegsCalmTalk; } break; case 15: if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) { Actor_Change_Animation_Mode(kActorCrazylegs, 43); _animationState = kCrazylegsStateMobileCall; _resumeIdleAfterFramesetCompletesFlag = false; *animation = kModelAnimationCrazylegsMobileIdle; } else { *animation = kModelAnimationCrazylegsMobileIdle; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsMobileIdle)) _animationFrame = 0; } break; case 16: *animation = kModelAnimationCrazylegsHandsUpRaisesHands; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsHandsUpRaisesHands)) { _animationFrame = 0; _animationState = kCrazylegsStateHandsUp; *animation = kModelAnimationCrazylegsHandsUpIdle; } break; case 17: *animation = kModelAnimationCrazylegsHandsUpLowersHands; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsHandsUpLowersHands)) { *animation = kModelAnimationCrazylegsIdle; _animationFrame = 0; _animationState = kCrazylegsStateIdle; } break; case 18: // This animation plays in reverse // TODO Code seems wrong (especially the if clause condition). // Probably left like this because the animation is untriggered *animation = kModelAnimationCrazylegsHangsUpMobile; --_animationFrame; if (_animationFrame <= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsHangsUpMobile)) { // matches original _animationFrame = 0; _animationState = kCrazylegsStateMobileCall; *animation = kModelAnimationCrazylegsIdle; } break; case 19: *animation = kModelAnimationCrazylegsHangsUpMobile; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsHangsUpMobile)) { *animation = kModelAnimationCrazylegsIdle; _animationFrame = 0; _animationState = kCrazylegsStateIdle; if (Actor_Query_Goal_Number(kActorCrazylegs) == 10) { Actor_Set_Goal_Number(kActorCrazylegs, 11); } } break; default: debugC(6, kDebugAnimation, "AIScriptCrazylegs::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState); break; } *frame = _animationFrame; return true; } bool AIScriptCrazylegs::ChangeAnimationMode(int mode) { switch (mode) { case kAnimationModeIdle: switch (_animationState) { case kCrazylegsStateIdle: // fall through case 3: return true; case kCrazylegsStateHandsUp: _animationState = 17; _animationFrame = 0; break; case kCrazylegsStateMobileCall: _animationState = 19; _animationFrame = 0; break; case 4: // fall through case 5: _animationState = kCrazylegsStateIdle; _animationFrame = 0; break; case 6: // fall through case 7: // fall through case 8: // fall through case 9: // fall through case 10: // fall through case 11: // fall through case 12: // fall through case 13: // fall through case 14: // fall through case 15: _resumeIdleAfterFramesetCompletesFlag = true; break; default: break; } break; case kAnimationModeWalk: _animationState = 4; _animationFrame = 0; break; case kAnimationModeTalk: if (_animationState == kCrazylegsStateMobileCall) { _animationState = 15; } else { _animationState = 6; } _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 12: _animationState = 7; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 13: _animationState = 8; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 14: _animationState = 9; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 15: _animationState = 10; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 16: _animationState = 11; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 17: _animationState = 12; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 18: _animationState = 13; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 19: _animationState = 14; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 23: _animationState = 3; _animationFrame = 0; break; case 43: // picks up mobile phone call if (_animationState != kCrazylegsStateMobileCall) { _animationState = 18; _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsHangsUpMobile) - 1; } break; default: debugC(6, kDebugAnimation, "AIScriptCrazylegs::ChangeAnimationMode(%d) - Target mode is not supported", mode); break; } return true; } void AIScriptCrazylegs::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptCrazylegs::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptCrazylegs::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptCrazylegs::FledCombat() { // return false; } } // End of namespace BladeRunner