321 lines
8.9 KiB
C++
321 lines
8.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bladerunner/script/ai_script.h"
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namespace BladeRunner {
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AIScriptBryant::AIScriptBryant(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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}
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void AIScriptBryant::Initialize() {
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_animationFrame = 0;
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_animationState = 0;
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_animationStateNext = 0;
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_animationNext = 0;
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World_Waypoint_Set(324, kSetBB05, 267.0f, -60.3f, 203.0f);
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World_Waypoint_Set(325, kSetBB05, 84.0f, -60.3f, 337.0f);
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World_Waypoint_Set(326, kSetBB06_BB07, -36.0f, 0.0f, 185.0f);
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World_Waypoint_Set(327, kSetBB06_BB07, -166.0f, 0.0f, -103.0f);
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World_Waypoint_Set(328, kSetBB07, -556.0f, 252.59f, -1018.11f);
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World_Waypoint_Set(329, kSetBB07, -655.0f, 252.6f, -1012.0f);
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World_Waypoint_Set(330, kSetBB07, -657.0f, 253.0f, -1127.0f);
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World_Waypoint_Set(331, kSetBB12, 163.8f, 0.0f, 67.0f);
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World_Waypoint_Set(332, kSetBB06_BB07, -39.0f, 0.0f, 11.5f);
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World_Waypoint_Set(333, kSetBB12, -34.0f, 0.0f, 33.0f);
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World_Waypoint_Set(334, kSetBB05, 3.0f, -60.30f, -144.0f);
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World_Waypoint_Set(335, kSetBB12, -50.0f, 0.0f, 212.0f);
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Actor_Put_In_Set(kActorBryant, kSetBB05);
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Actor_Set_Goal_Number(kActorBryant, 100);
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}
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bool AIScriptBryant::Update() {
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if (Global_Variable_Query(kVariableChapter) == 2
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&& Actor_Query_Goal_Number(kActorBryant) <= 101
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&& Player_Query_Current_Scene() == kSceneBB05
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) {
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Actor_Set_Goal_Number(kActorBryant, 101);
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return true;
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}
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if ( Global_Variable_Query(kVariableChapter) == 3
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&& Player_Query_Current_Scene() == kSceneBB05
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&& !Game_Flag_Query(kFlagNotUsed686)
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) {
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Game_Flag_Set(kFlagNotUsed686);
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return true;
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}
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return false;
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}
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void AIScriptBryant::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptBryant::CompletedMovementTrack() {
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if (Actor_Query_Goal_Number(kActorBryant) == 101) {
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Actor_Set_Goal_Number(kActorBryant, 102);
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// return true;
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} else if (Actor_Query_Goal_Number(kActorBryant) == 102) {
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Actor_Set_Goal_Number(kActorBryant, 101);
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// return true;
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}
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// return false;
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}
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void AIScriptBryant::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptBryant::ClickedByPlayer() {
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Actor_Face_Actor(kActorMcCoy, kActorBryant, true);
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Actor_Voice_Over(30, kActorVoiceOver);
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Actor_Voice_Over(40, kActorVoiceOver);
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}
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void AIScriptBryant::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptBryant::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptBryant::OtherAgentExitedThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptBryant::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptBryant::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptBryant::ShotAtAndHit() {
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AI_Movement_Track_Flush(kActorBryant);
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Sound_Play(kSfxFEMHURT1, 100, 0, 0, 50); // a bug?
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return false;
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}
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void AIScriptBryant::Retired(int byActorId) {
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// return false;
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}
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int AIScriptBryant::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptBryant::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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switch (newGoalNumber) {
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case 101:
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AI_Movement_Track_Flush(kActorBryant);
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switch (Random_Query(0, 9)) {
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case 0:
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AI_Movement_Track_Append(kActorBryant, 134, 0);
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AI_Movement_Track_Append(kActorBryant, 135, 0);
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AI_Movement_Track_Append(kActorBryant, 136, 0);
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AI_Movement_Track_Append(kActorBryant, 137, 0);
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AI_Movement_Track_Append(kActorBryant, 138, 0);
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AI_Movement_Track_Append(kActorBryant, 139, 0);
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AI_Movement_Track_Repeat(kActorBryant);
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break;
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case 1:
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AI_Movement_Track_Append(kActorBryant, 139, 0);
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AI_Movement_Track_Append(kActorBryant, 138, 0);
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AI_Movement_Track_Append(kActorBryant, 137, 0);
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AI_Movement_Track_Append(kActorBryant, 136, 0);
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AI_Movement_Track_Append(kActorBryant, 135, 0);
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AI_Movement_Track_Append(kActorBryant, 134, 0);
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AI_Movement_Track_Repeat(kActorBryant);
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break;
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case 2:
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AI_Movement_Track_Append(kActorBryant, 196, 0);
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AI_Movement_Track_Append(kActorBryant, 197, 0);
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AI_Movement_Track_Append(kActorBryant, 198, 0);
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AI_Movement_Track_Repeat(kActorBryant);
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break;
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case 3:
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AI_Movement_Track_Append(kActorBryant, 198, 0);
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AI_Movement_Track_Append(kActorBryant, 197, 0);
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AI_Movement_Track_Append(kActorBryant, 196, 0);
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AI_Movement_Track_Repeat(kActorBryant);
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break;
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case 4:
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AI_Movement_Track_Append(kActorBryant, 326, 0);
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AI_Movement_Track_Append(kActorBryant, 332, 0);
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AI_Movement_Track_Append(kActorBryant, 327, 0);
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AI_Movement_Track_Repeat(kActorBryant);
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break;
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case 5:
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AI_Movement_Track_Append(kActorBryant, 327, 0);
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AI_Movement_Track_Append(kActorBryant, 332, 0);
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AI_Movement_Track_Append(kActorBryant, 326, 0);
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AI_Movement_Track_Repeat(kActorBryant);
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break;
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case 6:
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AI_Movement_Track_Append(kActorBryant, 329, 0);
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AI_Movement_Track_Append(kActorBryant, 328, 0);
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AI_Movement_Track_Append(kActorBryant, 330, 0);
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AI_Movement_Track_Repeat(kActorBryant);
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break;
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case 7:
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AI_Movement_Track_Append(kActorBryant, 330, 0);
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AI_Movement_Track_Append(kActorBryant, 328, 0);
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AI_Movement_Track_Append(kActorBryant, 329, 0);
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AI_Movement_Track_Repeat(kActorBryant);
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break;
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case 8:
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AI_Movement_Track_Append(kActorBryant, 331, 0);
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AI_Movement_Track_Append(kActorBryant, 333, 0);
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AI_Movement_Track_Append(kActorBryant, 335, 0);
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AI_Movement_Track_Repeat(kActorBryant);
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break;
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case 9:
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AI_Movement_Track_Append(kActorBryant, 335, 0);
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AI_Movement_Track_Append(kActorBryant, 333, 0);
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AI_Movement_Track_Append(kActorBryant, 331, 0);
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AI_Movement_Track_Repeat(kActorBryant);
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break;
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default:
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break;
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}
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// fallthrough
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case 102:
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AI_Movement_Track_Append(kActorBryant, 39, 0);
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AI_Movement_Track_Repeat(kActorBryant);
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break;
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default:
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break;
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}
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return false;
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}
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bool AIScriptBryant::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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*animation = kModelAnimationBearToyOscillatingIdle;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBearToyOscillatingIdle)) {
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_animationFrame = 0;
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}
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break;
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case 1:
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*animation = kModelAnimationBearToyWalking;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBearToyWalking)) {
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_animationFrame = 0;
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}
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break;
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case 2:
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*animation = kModelAnimationBearToyShotDead;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBearToyShotDead) - 1) {
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_animationState = 3;
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}
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break;
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case 3:
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*animation = kModelAnimationBearToyShotDead;
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationBearToyShotDead) - 1;
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptBryant::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
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break;
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}
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*frame = _animationFrame;
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return true;
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}
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bool AIScriptBryant::ChangeAnimationMode(int mode) {
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switch (mode) {
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case kAnimationModeIdle:
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_animationState = 0;
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_animationFrame = 0;
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break;
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case kAnimationModeWalk:
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_animationState = 1;
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_animationFrame = 0;
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break;
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case kAnimationModeDie:
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_animationState = 2;
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_animationFrame = 0;
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Actor_Set_Goal_Number(kActorBryant, 0);
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptBryant::ChangeAnimationMode(%d) - Target mode is not supported", mode);
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break;
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}
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return true;
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}
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void AIScriptBryant::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
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*animationState = _animationState;
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*animationFrame = _animationFrame;
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*animationStateNext = _animationStateNext;
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*animationNext = _animationNext;
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}
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void AIScriptBryant::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
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_animationState = animationState;
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_animationFrame = animationFrame;
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_animationStateNext = animationStateNext;
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_animationNext = animationNext;
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}
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bool AIScriptBryant::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptBryant::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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