/* 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 { AIScriptIsabella::AIScriptIsabella(BladeRunnerEngine *vm) : AIScriptBase(vm) { _var1 = 0; _varNumOfTimesToHoldCurrentFrame = 0; // _varChooseIdleAnimation can have valid values: 0, _varChooseIdleAnimation = 0; _var4 = 1; } void AIScriptIsabella::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _var1 = 0; _varNumOfTimesToHoldCurrentFrame = 0; _varChooseIdleAnimation = 0; _var4 = 1; } bool AIScriptIsabella::Update() { return false; } void AIScriptIsabella::TimerExpired(int timer) { //return false; } void AIScriptIsabella::CompletedMovementTrack() { //return false; } void AIScriptIsabella::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptIsabella::ClickedByPlayer() { //return false; } void AIScriptIsabella::EnteredSet(int setId) { // return false; } void AIScriptIsabella::OtherAgentEnteredThisSet(int otherActorId) { // return false; } void AIScriptIsabella::OtherAgentExitedThisSet(int otherActorId) { // return false; } void AIScriptIsabella::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptIsabella::ShotAtAndMissed() { // return false; } bool AIScriptIsabella::ShotAtAndHit() { return false; } void AIScriptIsabella::Retired(int byActorId) { // return false; } int AIScriptIsabella::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptIsabella::GoalChanged(int currentGoalNumber, int newGoalNumber) { return false; } bool AIScriptIsabella::UpdateAnimation(int *animation, int *frame) { bool flag; switch (_animationState) { case 0: if (_varChooseIdleAnimation == 1) { *animation = kModelIsabellaPutsSpicesInSoup; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaPutsSpicesInSoup) - 1) { _animationFrame = 0; } if (_animationFrame < 0) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaPutsSpicesInSoup) - 1; } if (_animationFrame == 0) { _varChooseIdleAnimation = 0; _var4 = 2 * Random_Query(0, 1) - 1; } } else if (_varChooseIdleAnimation == 0) { *animation = kModelIsabellaIdle; if (_varNumOfTimesToHoldCurrentFrame > 0) { --_varNumOfTimesToHoldCurrentFrame; if (_varNumOfTimesToHoldCurrentFrame == 0) { _var4 = 2 * Random_Query(0, 1) - 1; } } else { _animationFrame += _var4; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaIdle) - 1) { _animationFrame = 0; } if (_animationFrame < 0) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaIdle) - 1; } if (_animationFrame == 1) { if (!Random_Query(0, 1)) { _varNumOfTimesToHoldCurrentFrame = Random_Query(4, 8); } } if (_animationFrame == 11) { if (!Random_Query(0, 1)) { _varNumOfTimesToHoldCurrentFrame = Random_Query(4, 8); } } if (_animationFrame == 16) { if (!Random_Query(0, 1)) { _varNumOfTimesToHoldCurrentFrame = Random_Query(4, 8); } } if (_animationFrame == 0) { if (!Random_Query(0, 2)) { _varChooseIdleAnimation = 1; } } } } break; case 1: *animation = kModelIsabellaGestureGiveOrTake; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaGestureGiveOrTake) - 1) { flag = true; _animationFrame = 0; } else { if (_animationFrame < 0) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaGestureGiveOrTake) - 1; flag = true; } else { flag = false; } } if (flag) { *animation = kModelIsabellaIdle; _animationState = 0; } break; case 2: *animation = kModelIsabellaCalmTalk; if (_animationFrame < 2 && _var1) { _animationFrame = 0; _animationState = 0; } else { ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaCalmTalk) - 1) { _animationFrame = 0; } else { if (_animationFrame < 0) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaCalmTalk) - 1; } } if (_animationFrame == 0) { _animationState = Random_Query(2, 3); } } break; case 3: *animation = kModelIsabellaSuggestTalk; if (_animationFrame < 2 && _var1) { _animationFrame = 0; _animationState = 0; } else { ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaSuggestTalk) - 1) { _animationFrame = 0; } else { if (_animationFrame < 0) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaSuggestTalk) - 1; } } if (_animationFrame == 0) { *animation = kModelIsabellaCalmTalk; _animationState = 2; } } break; case 4: *animation = kModelIsabellaProtestTalk; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaProtestTalk) - 1) { flag = true; _animationFrame = 0; } else { if (_animationFrame < 0) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaProtestTalk) - 1; flag = true; } else { flag = false; } } if (flag) { *animation = kModelIsabellaCalmTalk; _animationState = 2; } break; case 5: *animation = kModelIsabellaMoreCalmTalk; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaMoreCalmTalk) - 1) { flag = true; _animationFrame = 0; } else { if (_animationFrame < 0) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaMoreCalmTalk) - 1; flag = true; } else { flag = false; } } if (flag) { *animation = kModelIsabellaCalmTalk; _animationState = 2; } break; case 6: *animation = kModelIsabellaLaughTalk; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaLaughTalk) - 1) { flag = true; _animationFrame = 0; } else { if (_animationFrame < 0) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaLaughTalk) - 1; flag = true; } else { flag = false; } } if (flag) { *animation = kModelIsabellaCalmTalk; _animationState = 2; } break; case 7: *animation = kModelIsabellaLaughTalk; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaLaughTalk) - 1) { flag = true; _animationFrame = 0; } else { if (_animationFrame < 0) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaLaughTalk) - 1; flag = true; } else { flag = false; } } if (flag) { *animation = kModelIsabellaCalmTalk; _animationState = 2; } break; case 8: *animation = kModelIsabellaMoreCalmTalk; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaMoreCalmTalk) - 1) { flag = true; _animationFrame = 0; } else { if (_animationFrame < 0) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaMoreCalmTalk) - 1; flag = true; } else { flag = false; } } if (flag) { *animation = kModelIsabellaCalmTalk; _animationState = 2; } break; case 9: if (_varChooseIdleAnimation == 0) { *animation = kModelIsabellaIdle; } if (_varChooseIdleAnimation == 1) { *animation = kModelIsabellaPutsSpicesInSoup; } if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame += 2; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; *animation = _animationNext; _animationState = _animationStateNext; } } else { _animationFrame -= 2; if (_animationFrame <= 0) { _animationFrame = 0; *animation = _animationNext; _animationState = _animationStateNext; } } break; default: debugC(6, kDebugAnimation, "AIScriptIsabella::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState); break; } int frames = Slice_Animation_Query_Number_Of_Frames(*animation); if (frames != -1) _animationFrame %= frames; else _animationFrame = 0; *frame = _animationFrame; return true; } bool AIScriptIsabella::ChangeAnimationMode(int mode) { switch (mode) { case 0: if (_animationState > 8) { _animationState = 0; _animationFrame = 0; } else { _var1 = 1; } break; case 3: // fall through case 9: if (_animationState < 2 || _animationState > 8) { _animationState = 9; _animationStateNext = 2; _animationNext = kModelIsabellaCalmTalk; _var1 = 0; } break; case 10: // fall through case 12: if (_animationState < 2 || _animationState > 8) { _animationState = 9; _animationStateNext = 3; _animationNext = kModelIsabellaSuggestTalk; _var1 = 0; } break; case 11: // fall through case 14: if (_animationState < 2 || _animationState > 8) { _animationState = 9; _animationStateNext = 5; _animationNext = kModelIsabellaMoreCalmTalk; _var1 = 0; } break; case 13: if (_animationState < 2 || _animationState > 8) { _animationState = 9; _animationStateNext = 4; _animationNext = kModelIsabellaProtestTalk; _var1 = 0; } break; case 15: if (_animationState < 2 || _animationState > 8) { _animationState = 9; _animationStateNext = 6; _animationNext = kModelIsabellaLaughTalk; _var1 = 0; } break; case 16: if (_animationState < 2 || _animationState > 8) { _animationState = 9; _animationStateNext = 7; _animationNext = kModelIsabellaLaughTalk; _var1 = 0; } break; case 17: if (_animationState < 2 || _animationState > 8) { _animationState = 9; _animationStateNext = 8; _animationNext = kModelIsabellaMoreCalmTalk; _var1 = 0; } break; default: debugC(6, kDebugAnimation, "AIScriptIsabella::ChangeAnimationMode(%d) - Target mode is not supported", mode); break; } return true; } void AIScriptIsabella::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptIsabella::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptIsabella::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptIsabella::FledCombat() { // return false; } } // End of namespace BladeRunner