Files
scummvm-cursorfix/engines/bladerunner/script/ai/hanoi.cpp
2026-02-02 04:50:13 +01:00

807 lines
22 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "bladerunner/script/ai_script.h"
namespace BladeRunner {
AIScriptHanoi::AIScriptHanoi(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_resumeIdleAfterFramesetCompletesFlag = false;
// _varChooseIdleAnimation can have valid values: 0, 1
_varChooseIdleAnimation = 0;
_varNumOfTimesToHoldCurrentFrame = 0;
_var4 = 1;
}
void AIScriptHanoi::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
_varChooseIdleAnimation = 0;
_varNumOfTimesToHoldCurrentFrame = 0;
_var4 = 1;
Actor_Set_Goal_Number(kActorHanoi, 0);
}
bool AIScriptHanoi::Update() {
if (Actor_Query_Goal_Number(kActorHolloway) == kGoalHollowayGoToNR07) {
AI_Countdown_Timer_Reset(kActorHanoi, kActorTimerAIScriptCustomTask0);
}
if (Global_Variable_Query(kVariableChapter) == 3
&& Actor_Query_Goal_Number(kActorHanoi) < kGoalHanoiDefault
) {
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToDefaultPosition);
}
if (Player_Query_Current_Scene() != kSceneNR03
&& Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR08Left
) {
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToDefaultPosition);
}
if (Player_Query_Current_Scene() == kSceneNR03
&& Actor_Query_Goal_Number(kActorHanoi) != kGoalHanoiNR03StartGuarding
&& Actor_Query_Goal_Number(kActorHanoi) != kGoalHanoiNR08WatchShow
&& Actor_Query_Goal_Number(kActorHanoi) != kGoalHanoiNR08Leave
&& Actor_Query_Goal_Number(kActorHanoi) != kGoalHanoiNR08Left
) {
// McCoy close to table swivel
if (Actor_Query_Inch_Distance_From_Waypoint(kActorMcCoy, 364) < 420) {
if (Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR03GoToDefaultPosition) {
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToSwivelTable);
}
} else if (Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR03GoToSwivelTable) {
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToDefaultPosition);
}
// McCoy close to office door
if (Actor_Query_Inch_Distance_From_Waypoint(kActorMcCoy, 361) < 240) {
if (Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR03GoToDefaultPosition) {
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToOfficeDoor);
}
} else if (Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR03GoToOfficeDoor) {
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToDefaultPosition);
}
// McCoy close to dancer
if (Actor_Query_Inch_Distance_From_Actor(kActorMcCoy, kActorHysteriaPatron1) < 120
&& Actor_Query_Which_Set_In(kActorHanoi) == kSetNR03
&& Actor_Query_Goal_Number(kActorHanoi) != kGoalHanoiNR03GoToDancer
) {
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToDancer);
}
}
return false;
}
void AIScriptHanoi::TimerExpired(int timer) {
if (timer == kActorTimerAIScriptCustomTask0) {
if (Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR03StartGuarding) {
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToDefaultPosition);
return; //true;
}
if (Actor_Query_Goal_Number(kActorHanoi) != kGoalHanoiThrowOutMcCoy) {
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR07TalkToMcCoy);
return; //true;
}
}
return; //false;
}
void AIScriptHanoi::CompletedMovementTrack() {
switch (Actor_Query_Goal_Number(kActorHanoi)) {
case kGoalHanoiNR07TalkToMcCoy:
Actor_Says(kActorHanoi, 130, 3);
Actor_Says(kActorDektora, 540, 30);
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR07GrabMcCoy);
break;
case kGoalHanoiNR07GrabMcCoy:
Actor_Face_Actor(kActorHanoi, kActorMcCoy, true);
Actor_Face_Actor(kActorMcCoy, kActorHanoi, true);
Actor_Change_Animation_Mode(kActorHanoi, 23);
Actor_Set_Invisible(kActorMcCoy, true);
Actor_Says(kActorMcCoy, 3595, kAnimationModeTalk);
Actor_Says(kActorHanoi, 140, kAnimationModeTalk);
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiThrowOutMcCoy);
break;
case kGoalHanoiNR03GoToDancer:
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToDefaultPosition);
break;
case kGoalHanoiNR08Leave:
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR08Left);
break;
case kGoalHanoiNR04Enter:
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR04ShootMcCoy);
break;
default:
return; //false;
}
return; //true;
}
void AIScriptHanoi::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptHanoi::ClickedByPlayer() {
if (Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR08WatchShow
|| Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR08Leave
) {
Actor_Face_Actor(kActorMcCoy, kActorHanoi, true);
Actor_Says(kActorMcCoy, 8915, 11);
if (Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR08WatchShow) {
Actor_Says(kActorHanoi, 210, kAnimationModeTalk);
}
}
}
void AIScriptHanoi::EnteredSet(int setId) {
// return false;
}
void AIScriptHanoi::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptHanoi::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptHanoi::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
if (Player_Query_Current_Scene() == kSceneNR03
&& otherActorId == kActorMcCoy
&& combatMode
) {
Player_Set_Combat_Mode(false);
#if BLADERUNNER_ORIGINAL_BUGS
// redundant call to lose control here
Player_Loses_Control();
#endif
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiThrowOutMcCoy);
return; //true;
}
return; //false;
}
void AIScriptHanoi::ShotAtAndMissed() {
// return false;
}
bool AIScriptHanoi::ShotAtAndHit() {
return false;
}
void AIScriptHanoi::Retired(int byActorId) {
// return false;
}
int AIScriptHanoi::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptHanoi::GoalChanged(int currentGoalNumber, int newGoalNumber) {
if (newGoalNumber == 0) {
AI_Movement_Track_Flush(kActorHanoi);
AI_Movement_Track_Append(kActorHanoi, 39, 0);
AI_Movement_Track_Repeat(kActorHanoi);
return true;
}
switch (newGoalNumber) {
case kGoalHanoiDefault:
AI_Countdown_Timer_Start(kActorHanoi, kActorTimerAIScriptCustomTask0, 45);
break;
case kGoalHanoiResetTimer:
AI_Countdown_Timer_Reset(kActorHanoi, kActorTimerAIScriptCustomTask0);
break;
case kGoalHanoiNR07TalkToMcCoy:
if (Actor_Query_Which_Set_In(kActorMcCoy) == kSetNR07
&& Actor_Query_In_Set(kActorDektora, kSetNR07)
) {
Player_Loses_Control();
Actor_Put_In_Set(kActorHanoi, kSetNR07);
Actor_Set_At_XYZ(kActorHanoi, -102.0f, -73.5f, -233.0f, 0);
Async_Actor_Walk_To_Waypoint(kActorMcCoy, 338, 0, false);
AI_Movement_Track_Flush(kActorHanoi);
AI_Movement_Track_Append(kActorHanoi, 336, 1);
AI_Movement_Track_Repeat(kActorHanoi);
} else {
Actor_Set_Goal_Number(kActorHanoi, 0);
}
break;
case kGoalHanoiNR07GrabMcCoy:
if (Actor_Query_Which_Set_In(kActorMcCoy) != kSetNR07) {
return false;
}
AI_Movement_Track_Flush(kActorHanoi);
AI_Movement_Track_Append(kActorHanoi, 337, 0);
AI_Movement_Track_Repeat(kActorHanoi);
break;
case 204:
Actor_Says(kActorHanoi, 210, kAnimationModeTalk);
Actor_Change_Animation_Mode(kActorHanoi, 23);
break;
case kGoalHanoiNR03GoToDefaultPosition:
AI_Movement_Track_Flush(kActorHanoi);
AI_Movement_Track_Append_With_Facing(kActorHanoi, 362, 0, 300);
AI_Movement_Track_Repeat(kActorHanoi);
break;
case kGoalHanoiNR03GoToSwivelTable:
AI_Movement_Track_Flush(kActorHanoi);
AI_Movement_Track_Append_With_Facing(kActorHanoi, 363, 0, 500);
AI_Movement_Track_Repeat(kActorHanoi);
break;
case kGoalHanoiNR03GoToOfficeDoor:
AI_Movement_Track_Flush(kActorHanoi);
AI_Movement_Track_Append_With_Facing(kActorHanoi, 361, 0, 457);
AI_Movement_Track_Repeat(kActorHanoi);
break;
case kGoalHanoiNR03GoToDancer:
AI_Movement_Track_Flush(kActorHanoi);
AI_Movement_Track_Append_With_Facing(kActorHanoi, 365, Random_Query(15, 20), 600);
AI_Movement_Track_Repeat(kActorHanoi);
break;
case kGoalHanoiNR03StartGuarding:
Actor_Put_In_Set(kActorHanoi, kSetNR03);
Actor_Set_At_Waypoint(kActorHanoi, 362, 300);
AI_Countdown_Timer_Reset(kActorHanoi, kActorTimerAIScriptCustomTask0);
AI_Countdown_Timer_Start(kActorHanoi, kActorTimerAIScriptCustomTask0, 6);
break;
case kGoalHanoiThrowOutMcCoy:
Game_Flag_Set(kFlagNR03McCoyThrownOut);
AI_Countdown_Timer_Reset(kActorHanoi, kActorTimerAIScriptCustomTask0);
#if BLADERUNNER_ORIGINAL_BUGS
Player_Loses_Control();
#else
// Lose control only if not already lost control (like in the case of Dektora's dressing room NR07 time-out)
if (Player_Has_Control()) {
Player_Loses_Control();
}
#endif
Player_Set_Combat_Mode(false); // this is missing in ITA and ESP versions of the game
Actor_Force_Stop_Walking(kActorMcCoy);
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
Actor_Set_Invisible(kActorMcCoy, true);
AI_Movement_Track_Flush(kActorHanoi);
Actor_Put_In_Set(kActorHanoi, kSetNR01);
Actor_Set_At_XYZ(kActorHanoi, -444.0f, 24.0f, -845.0f, 512);
Actor_Change_Animation_Mode(kActorHanoi, 78);
Set_Enter(kSetNR01, kSceneNR01);
break;
case kGoalHanoiNR08WatchShow:
AI_Movement_Track_Flush(kActorHanoi);
Actor_Put_In_Set(kActorHanoi, kSetNR05_NR08);
Actor_Set_At_XYZ(kActorHanoi, -1387.51f, 0.32f, 288.16f, 292);
break;
case kGoalHanoiNR08Leave:
AI_Movement_Track_Flush(kActorHanoi);
AI_Movement_Track_Append(kActorHanoi, 439, 0);
AI_Movement_Track_Append(kActorHanoi, 39, 45);
AI_Movement_Track_Repeat(kActorHanoi);
break;
case kGoalHanoiNR08Left:
break;
case kGoalHanoiNR04Enter:
Actor_Put_In_Set(kActorHanoi, kSetNR04);
Actor_Set_At_XYZ(kActorHanoi, -47.0f, 0.0f, 334.0f, 535);
AI_Movement_Track_Flush(kActorHanoi);
AI_Movement_Track_Append(kActorHanoi, 549, 0);
AI_Movement_Track_Repeat(kActorHanoi);
break;
case kGoalHanoiNR04ShootMcCoy:
Actor_Face_Actor(kActorHanoi, kActorMcCoy, true);
Actor_Change_Animation_Mode(kActorHanoi, kAnimationModeCombatAttack);
Actor_Retired_Here(kActorMcCoy, 12, 12, true, -1);
break;
case 9999:
AI_Movement_Track_Flush(kActorHanoi);
break;
default:
return false;
}
return true;
}
bool AIScriptHanoi::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
if (_varChooseIdleAnimation > 0) {
*animation = kModelAnimationHanoiScratchesBackIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
*animation = kModelAnimationHanoiLooksAroundIdle;
_animationFrame = 0;
_varChooseIdleAnimation = 0;
}
break;
}
*animation = kModelAnimationHanoiLooksAroundIdle;
if (_varNumOfTimesToHoldCurrentFrame != 0) {
--_varNumOfTimesToHoldCurrentFrame;
if (!Random_Query(0, 6)) {
_var4 = -_var4;
}
} else {
_animationFrame += _var4;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
}
if (_animationFrame == 5
|| _animationFrame == 15
|| _animationFrame == 11
|| _animationFrame == 0
) {
_varNumOfTimesToHoldCurrentFrame = Random_Query(5, 12);
}
if (_animationFrame >= 10
&& _animationFrame <= 13
) {
_varNumOfTimesToHoldCurrentFrame = Random_Query(0, 1);
}
if (_animationFrame == 0) {
if (!Random_Query(0, 4)) {
_varChooseIdleAnimation = 1;
}
}
}
break;
case 1:
if (_varChooseIdleAnimation > 0) {
*animation = kModelAnimationHanoiScratchesBackIdle;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(*animation) / 2) {
_animationFrame += 2;
} else {
_animationFrame -= 2;
}
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(*animation) - 1
|| _animationFrame <= 0
) {
_animationFrame = 0;
_animationState = _animationStateNext;
*animation = _animationNext;
}
} else {
_animationFrame = 0;
_animationState = _animationStateNext;
*animation = _animationNext;
}
break;
case 2:
*animation = kModelAnimationHanoiGrabsMcCoy;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 3;
*animation = kModelAnimationHanoiHoldsMcCoyUp;
}
break;
case 3:
*animation = kModelAnimationHanoiHoldsMcCoyUp;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
break;
case 4:
*animation = kModelAnimationHanoiHoldsMcCoyUpAndTalks;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 3;
*animation = kModelAnimationHanoiHoldsMcCoyUp;
}
break;
case 5:
*animation = kModelAnimationHanoiGrabsMcCoy;
--_animationFrame;
if (_animationFrame == 0) {
_animationState = 0;
_animationFrame = 0;
*animation = kModelAnimationHanoiLooksAroundIdle;
Actor_Face_Actor(kActorMcCoy, kActorHanoi, true);
Actor_Set_Invisible(kActorMcCoy, false);
if (Actor_Query_In_Set(kActorHanoi, kSetNR01)) {
AI_Movement_Track_Flush(kActorHanoi);
AI_Movement_Track_Append(kActorHanoi, 350, 0);
AI_Movement_Track_Append(kActorHanoi, 39, 0);
AI_Movement_Track_Repeat(kActorHanoi);
}
}
break;
case 6:
*animation = kModelAnimationSadikPicksUpAndThrowsMcCoy; // Sadik is used in this animation, but he is well hidden
++_animationFrame;
if (_animationFrame > 26) {
Actor_Change_Animation_Mode(kActorHanoi, kAnimationModeIdle);
_animationState = 0;
_animationFrame = 0;
*animation = kModelAnimationHanoiLooksAroundIdle;
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyNR01ThrownOut);
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToDefaultPosition);
}
break;
case 7:
*animation = kModelAnimationHanoiWalking;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
break;
case 8:
*animation = kModelAnimationHanoiCombatIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
break;
case 9:
*animation = kModelAnimationHanoiCombatKicksDoorIn;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
Actor_Change_Animation_Mode(kActorHanoi, kAnimationModeCombatIdle);
_animationState = 8;
_animationFrame = 0;
*animation = kModelAnimationHanoiCombatIdle;
Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR04ShootMcCoy);
}
break;
case 10:
*animation = kModelAnimationHanoiCombatFiresGun;
++_animationFrame;
if (_animationFrame == 4) {
Ambient_Sounds_Play_Sound(kSfxSHOTCOK1, 77, 0, 0, 20);
}
if (_animationFrame == 6) {
Ambient_Sounds_Play_Sound(kSfxSHOTGUN1, 97, 0, 0, 20);
}
if (_animationFrame == 5) {
Actor_Force_Stop_Walking(kActorMcCoy);
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
Actor_Change_Animation_Mode(kActorHanoi, kAnimationModeCombatIdle);
_animationFrame = 0;
_animationState = 8;
*animation = kModelAnimationHanoiCombatIdle;
}
break;
case 11:
*animation = kModelAnimationHanoiPunchUpAttack;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
*animation = kModelAnimationHanoiLooksAroundIdle;
_animationFrame = 0;
_animationState = 0;
}
break;
case 12:
*animation = kModelAnimationHanoiGotHitOrViolentHeadNod;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
*animation = kModelAnimationHanoiCombatIdle;
_animationFrame = 0;
_animationState = 0;
}
break;
case 13:
*animation = kModelAnimationHanoiShotDead;
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(*animation) - 1) {
++_animationFrame;
}
break;
case 14:
*animation = kModelAnimationHanoiCalmTalk;
if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
// _resumeIdleAfterFramesetCompletesFlag is never set so it's always false, thus this does not evaluate true
_animationState = 0;
} else {
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
}
break;
case 15:
*animation = kModelAnimationHanoiExplainTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 14;
*animation = kModelAnimationHanoiCalmTalk;
}
break;
case 16:
*animation = kModelAnimationHanoiDownwardsNodTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 14;
*animation = kModelAnimationHanoiCalmTalk;
}
break;
case 17:
*animation = kModelAnimationHanoiDenyTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 14;
*animation = kModelAnimationHanoiCalmTalk;
}
break;
case 18:
*animation = kModelAnimationHanoiSlightBowingTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 14;
*animation = kModelAnimationHanoiCalmTalk;
}
break;
case 19:
*animation = kModelAnimationHanoiLaughTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 14;
*animation = kModelAnimationHanoiCalmTalk;
}
break;
case 20:
*animation = kModelAnimationHanoiMockTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 14;
*animation = kModelAnimationHanoiCalmTalk;
}
break;
default:
debugC(6, kDebugAnimation, "AIScriptHanoi::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptHanoi::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
if (_animationState == 2
|| _animationState == 3
) {
_animationState = 3;
} else {
_animationState = 0;
}
_animationFrame = 0;
break;
case kAnimationModeWalk:
_animationState = 7;
_animationFrame = 0;
break;
case kAnimationModeTalk:
if (_animationState == 3) {
_animationState = 4;
_animationFrame = 0;
} else {
_animationStateNext = 14;
_animationNext = kModelAnimationHanoiCalmTalk;
_animationState = 1;
}
break;
case kAnimationModeCombatIdle:
_animationState = 8;
_animationFrame = 0;
break;
case kAnimationModeCombatAttack:
_animationState = 10;
_animationFrame = 0;
break;
case 12:
_animationStateNext = 15;
_animationNext = kModelAnimationHanoiExplainTalk;
_animationState = 1;
break;
case 13:
_animationStateNext = 16;
_animationNext = kModelAnimationHanoiDownwardsNodTalk;
_animationState = 1;
break;
case 14:
_animationStateNext = 17;
_animationNext = kModelAnimationHanoiDenyTalk;
_animationState = 1;
break;
case 15:
_animationStateNext = 18;
_animationNext = kModelAnimationHanoiSlightBowingTalk;
_animationState = 1;
break;
case 16:
// Used when Hanoi says "You're real cute" to McCoy (in NR03),
// when McCoy first tries to sit on the rotating couch
#if BLADERUNNER_ORIGINAL_BUGS
// TODO a bug? uses kModelAnimationHanoiSlightBowingTalk (654) again like case 15
_animationStateNext = 18;
_animationNext = kModelAnimationHanoiSlightBowingTalk;
#else
_animationStateNext = 19;
_animationNext = kModelAnimationHanoiLaughTalk;
#endif
_animationState = 1;
break;
case 17:
_animationStateNext = 20;
_animationNext = kModelAnimationHanoiMockTalk;
_animationState = 1;
break;
case kAnimationModeHit:
// fall through
case kAnimationModeCombatHit:
_animationState = 12;
_animationFrame = 0;
break;
case 23:
if (_animationState != 3
&& _animationState != 4
) {
Actor_Set_Invisible(kActorMcCoy, true);
_animationState = 2;
_animationFrame = 0;
} else {
_animationState = 5;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationHanoiGrabsMcCoy) - 1;
}
break;
case kAnimationModeDie:
_animationState = 13;
_animationFrame = 0;
break;
case 71:
_animationState = 9;
_animationFrame = 0;
break;
case 78:
_animationState = 6;
_animationFrame = 16;
break;
default:
debugC(6, kDebugAnimation, "AIScriptHanoi::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptHanoi::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptHanoi::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptHanoi::ReachedMovementTrackWaypoint(int waypointId) {
if (waypointId == 365) {
Actor_Face_Actor(kActorHanoi, kActorHysteriaPatron1, true);
}
return true;
}
void AIScriptHanoi::FledCombat() {
// return false;
}
} // End of namespace BladeRunner