/* 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 { AIScriptFishDealer::AIScriptFishDealer(BladeRunnerEngine *vm) : AIScriptBase(vm) { _resumeIdleAfterFramesetCompletesFlag = false; } void AIScriptFishDealer::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _resumeIdleAfterFramesetCompletesFlag = false; Actor_Put_In_Set(kActorFishDealer, kSetAR01_AR02); Actor_Set_At_Waypoint(kActorFishDealer, 120, 424); Actor_Set_Goal_Number(kActorFishDealer, 0); } bool AIScriptFishDealer::Update() { #if BLADERUNNER_ORIGINAL_BUGS if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Goal_Number(kActorFishDealer) < 400 ) { Actor_Set_Goal_Number(kActorFishDealer, 400); return true; } else if (Player_Query_Current_Scene() == kSceneAR01 && Actor_Query_Goal_Number(kActorFishDealer) != 1 && Actor_Query_Goal_Number(kActorFishDealer) != 2 && Actor_Query_Goal_Number(kActorFishDealer) != 400 ) { Actor_Set_Goal_Number(kActorFishDealer, 1); return true; } return false; #else if (Global_Variable_Query(kVariableChapter) < 5) { // prevent Fish Dealer from blinking out while McCoy is flying out from Animoid if (Player_Query_Current_Scene() == kSceneAR01 && Actor_Query_Goal_Number(kActorFishDealer) == 3 ) { Actor_Set_Goal_Number(kActorFishDealer, 1); return true; } } else { if (Actor_Query_Goal_Number(kActorFishDealer) < 400) { Actor_Set_Goal_Number(kActorFishDealer, 400); } else if (Actor_Query_In_Set(kActorFishDealer, kSetAR01_AR02)) { // Remove the fish dealer from AR01 if she is still there in chapter 5, // this can happen only with older save games. GoalChanged(400, 400); } return true; } return false; #endif // BLADERUNNER_ORIGINAL_BUGS } void AIScriptFishDealer::TimerExpired(int timer) { //return false; } void AIScriptFishDealer::CompletedMovementTrack() { if (Actor_Query_Goal_Number(kActorFishDealer) != 1) return; // false Actor_Set_Goal_Number(kActorFishDealer, 99); // A bug? Actor_Set_Goal_Number(kActorFishDealer, 1); //return true; } void AIScriptFishDealer::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptFishDealer::ClickedByPlayer() { //return false; } void AIScriptFishDealer::EnteredSet(int setId) { // return false; } void AIScriptFishDealer::OtherAgentEnteredThisSet(int otherActorId) { // return false; } void AIScriptFishDealer::OtherAgentExitedThisSet(int otherActorId) { // return false; } void AIScriptFishDealer::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptFishDealer::ShotAtAndMissed() { // return false; } bool AIScriptFishDealer::ShotAtAndHit() { return false; } void AIScriptFishDealer::Retired(int byActorId) { // return false; } int AIScriptFishDealer::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptFishDealer::GoalChanged(int currentGoalNumber, int newGoalNumber) { switch (newGoalNumber) { case 1: AI_Movement_Track_Flush(kActorFishDealer); if (Random_Query(1, 3) == 1) { AI_Movement_Track_Append_With_Facing(kActorFishDealer, 121, Random_Query(2, 5), 720); AI_Movement_Track_Append_With_Facing(kActorFishDealer, 122, Random_Query(3, 6), 640); AI_Movement_Track_Append_With_Facing(kActorFishDealer, 120, Random_Query(6, 6), 640); } else { int randFace; if (Random_Query(1, 3) == 2) { AI_Movement_Track_Append_With_Facing(kActorFishDealer, 122, Random_Query(5, 8), 720); AI_Movement_Track_Append_With_Facing(kActorFishDealer, 120, Random_Query(2, 4), 640); AI_Movement_Track_Append_With_Facing(kActorFishDealer, 121, Random_Query(5, 7), 640); randFace = Random_Query(5, 10); } else { AI_Movement_Track_Append_With_Facing(kActorFishDealer, 122, Random_Query(3, 5), 720); AI_Movement_Track_Append_With_Facing(kActorFishDealer, 121, Random_Query(3, 3), 640); randFace = Random_Query(3, 3); } AI_Movement_Track_Append_With_Facing(kActorFishDealer, 120, randFace, 640); } AI_Movement_Track_Repeat(kActorFishDealer); return true; case 2: AI_Movement_Track_Flush(kActorFishDealer); AI_Movement_Track_Append(kActorFishDealer, 120, 30); AI_Movement_Track_Repeat(kActorFishDealer); return true; case 3: AI_Movement_Track_Flush(kActorFishDealer); AI_Movement_Track_Append(kActorFishDealer, 39, 0); AI_Movement_Track_Repeat(kActorFishDealer); return true; case 400: #if !BLADERUNNER_ORIGINAL_BUGS // Movement truck is not reset and she might end-up showing up in AR01 after all. // This will lead to a issue with CDFRAMES in chapter 5 AI_Movement_Track_Flush(kActorFishDealer); #endif Actor_Put_In_Set(kActorFishDealer, kSetFreeSlotH); Actor_Set_At_Waypoint(kActorFishDealer, 40, 0); return true; default: return false; } return false; } bool AIScriptFishDealer::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = kModelAnimationFishDealerIdle; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationFishDealerIdle)) _animationFrame = 0; break; case 1: if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) { *animation = kModelAnimationFishDealerIdle; _animationState = 0; _resumeIdleAfterFramesetCompletesFlag = false; } else { *animation = kModelAnimationFishDealerCalmTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationFishDealerCalmTalk)) _animationFrame = 0; } break; case 2: *animation = kModelAnimationFishDealerExplainTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationFishDealerExplainTalk)) { _animationFrame = 0; _animationState = 2; } break; case 3: *animation = kModelAnimationFishDealerNoTroubleTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationFishDealerNoTroubleTalk)) { _animationFrame = 0; _animationState = 3; } break; case 4: *animation = kModelAnimationFishDealerGestureGive; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationFishDealerGestureGive)) { *animation = kModelAnimationFishDealerIdle; _animationFrame = 0; _animationState = 0; } break; case 5: *animation = kModelAnimationFishDealerWalking; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationFishDealerWalking)) _animationFrame = 0; break; default: debugC(6, kDebugAnimation, "AIScriptFishDealer::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState); break; } *frame = _animationFrame; return true; } bool AIScriptFishDealer::ChangeAnimationMode(int mode) { switch (mode) { case 0: if (_animationState > 3) { _animationState = 0; _animationFrame = 0; } else { _resumeIdleAfterFramesetCompletesFlag = true; } break; case 1: _animationState = 5; _animationFrame = 0; break; case 3: // fall through case 14: // fall through case 15: // fall through case 16: // fall through case 17: // fall through case 18: // fall through case 19: _animationState = Random_Query(0, 2) + 1; _animationFrame = 0; break; case 12: _animationState = 2; _animationFrame = 0; break; case 13: _animationState = 3; _animationFrame = 0; break; case 23: _animationState = 4; _animationFrame = 0; break; default: debugC(6, kDebugAnimation, "AIScriptFishDealer::ChangeAnimationMode(%d) - Target mode is not supported", mode); return true; } return true; } void AIScriptFishDealer::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptFishDealer::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptFishDealer::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptFishDealer::FledCombat() { // return false; } } // End of namespace BladeRunner