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