/* 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 { AIScriptGrigorian::AIScriptGrigorian(BladeRunnerEngine *vm) : AIScriptBase(vm) { // _varChooseIdleAnimation can have valid values: 0, 1, 2 _varChooseIdleAnimation = 0; _varNumOfTimesToHoldCurrentFrame = 0; } void AIScriptGrigorian::Initialize() { _varChooseIdleAnimation = 0; _varNumOfTimesToHoldCurrentFrame = 0; _animationStateNext = 0; _animationFrame = 0; _animationState = 0; } bool AIScriptGrigorian::Update() { if ( Actor_Query_Friendliness_To_Other(kActorGrigorian, kActorMcCoy) < 30 && !Game_Flag_Query(kFlagGrigorianDislikeMcCoy) ) { Game_Flag_Set(kFlagGrigorianDislikeMcCoy); return true; } return false; } void AIScriptGrigorian::TimerExpired(int timer) { //return false; } void AIScriptGrigorian::CompletedMovementTrack() { //return false; } void AIScriptGrigorian::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptGrigorian::ClickedByPlayer() { //return false; } void AIScriptGrigorian::EnteredSet(int setId) { // return false; } void AIScriptGrigorian::OtherAgentEnteredThisSet(int otherActorId) { // return false; } void AIScriptGrigorian::OtherAgentExitedThisSet(int otherActorId) { // return false; } void AIScriptGrigorian::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptGrigorian::ShotAtAndMissed() { // return false; } bool AIScriptGrigorian::ShotAtAndHit() { return false; } void AIScriptGrigorian::Retired(int byActorId) { // return false; } int AIScriptGrigorian::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptGrigorian::GoalChanged(int currentGoalNumber, int newGoalNumber) { return false; } bool AIScriptGrigorian::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: if (_varChooseIdleAnimation == 0) { *animation = kModelAnimationGrigorianStandIdle; if (_varNumOfTimesToHoldCurrentFrame > 0) { --_varNumOfTimesToHoldCurrentFrame; } else { ++_animationFrame; if (_animationFrame == 5 || _animationFrame == 13) { _varNumOfTimesToHoldCurrentFrame = Random_Query(2, 4); } if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandIdle)) { _animationFrame = 0; _varChooseIdleAnimation = Random_Query(0, 2); } } } else if (_varChooseIdleAnimation == 1) { *animation = kModelAnimationGrigorianStandAnnoyedTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandAnnoyedTalk)) { *animation = kModelAnimationGrigorianStandIdle; _animationFrame = 0; _varChooseIdleAnimation = 0; } } else if (_varChooseIdleAnimation == 2) { *animation = kModelAnimationGrigorianStandArmsCrossedTalk; if (_varNumOfTimesToHoldCurrentFrame > 0) { --_varNumOfTimesToHoldCurrentFrame; } else { ++_animationFrame; if (_animationFrame >= 8 && _animationFrame <= 10) { _varNumOfTimesToHoldCurrentFrame = Random_Query(2, 4); } #if BLADERUNNER_ORIGINAL_BUGS if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandIdle)) { *animation = kModelAnimationGrigorianStandIdle; _animationFrame = 0; _varChooseIdleAnimation = 0; } #else // bugfix set proper current animation here to get frameset number of frames // (could also use *animation) if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandArmsCrossedTalk)) { *animation = kModelAnimationGrigorianStandIdle; _animationFrame = 0; _varChooseIdleAnimation = 0; } #endif // BLADERUNNER_ORIGINAL_BUGS } } break; case 1: *animation = kModelAnimationGrigorianStandAnnoyedTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandAnnoyedTalk)) { _animationFrame = 0; } break; case 2: *animation = kModelAnimationGrigorianStandProtestTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandProtestTalk)) { _animationFrame = 0; } break; case 3: *animation = kModelAnimationGrigorianStandProtestMoreTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandProtestMoreTalk)) { _animationState = 2; _animationFrame = 0; *animation = kModelAnimationGrigorianStandProtestTalk; } break; case 4: *animation = kModelAnimationGrigorianStandProtestEvenMoreTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandProtestEvenMoreTalk)) { _animationState = 2; _animationFrame = 0; *animation = kModelAnimationGrigorianStandProtestTalk; } break; case 5: *animation = kModelAnimationGrigorianStandInsistentTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandInsistentTalk)) { _animationState = 2; _animationFrame = 0; *animation = kModelAnimationGrigorianStandProtestTalk; } break; case 6: *animation = kModelAnimationGrigorianStandDismissOrAccuseTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandDismissOrAccuseTalk)) { _animationState = 2; _animationFrame = 0; *animation = kModelAnimationGrigorianStandProtestTalk; } break; case 7: *animation = kModelAnimationGrigorianStandBegOrMockingTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandBegOrMockingTalk)) { _animationState = 2; _animationFrame = 0; *animation = kModelAnimationGrigorianStandProtestTalk; } break; default: // Dummy placeholder, kModelAnimationZubenWalking (399) is a Zuben animation *animation = kModelAnimationZubenWalking; debugC(6, kDebugAnimation, "AIScriptGrigorian::UpdateAnimation() - Current _animationState (%d) is a placeholder", _animationState); break; } *frame = _animationFrame; return true; } bool AIScriptGrigorian::ChangeAnimationMode(int mode) { switch (mode) { case kAnimationModeIdle: _animationState = 0; _animationFrame = 0; break; case kAnimationModeWalk: // TODO A bug? This animation state is not for walking. It is for kModelAnimationGrigorianStandAnnoyedTalk. if (_animationState != 1) { _animationState = 1; _animationFrame = 0; } break; case kAnimationModeTalk: _animationState = 2; _animationFrame = 0; break; case 12: _animationState = 3; _animationFrame = 0; break; case 13: _animationState = 4; _animationFrame = 0; break; case 14: _animationState = 5; _animationFrame = 0; break; case 15: _animationState = 6; _animationFrame = 0; break; case 16: _animationState = 7; _animationFrame = 0; break; default: debugC(6, kDebugAnimation, "AIScriptGrigorian::ChangeAnimationMode(%d) - Target mode is not supported", mode); break; } return true; } void AIScriptGrigorian::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptGrigorian::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptGrigorian::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptGrigorian::FledCombat() { // return false; } } // End of namespace BladeRunner