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

274 lines
7.0 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 {
AIScriptMurray::AIScriptMurray(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_resumeIdleAfterFramesetCompletesFlag = false;
}
void AIScriptMurray::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
Actor_Put_In_Set(kActorMurray, kSetHF01);
Actor_Set_At_XYZ(kActorMurray, 566.07f, -0.01f, -205.43f, 271);
Actor_Set_Goal_Number(kActorMurray, 0);
}
bool AIScriptMurray::Update() {
if (Global_Variable_Query(kVariableChapter) == 4
&& Actor_Query_Goal_Number(kActorMurray) != 300
) {
Actor_Set_Goal_Number(kActorMurray, 300);
}
if (Player_Query_Current_Set() != kSetHF01) {
return true;
}
if ( Actor_Query_In_Set(kActorMcCoy, kSetHF01)
&& Actor_Query_In_Set(kActorMurray, kSetHF01)
&& Actor_Query_Inch_Distance_From_Actor(kActorMcCoy, kActorMurray) < 48
&& !Game_Flag_Query(kFlagHF01MurrayMiaIntro)
) {
Actor_Set_Goal_Number(kActorMurray, 1);
return true;
}
return false;
}
void AIScriptMurray::TimerExpired(int timer) {
//return false;
}
void AIScriptMurray::CompletedMovementTrack() {
//return false;
}
void AIScriptMurray::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptMurray::ClickedByPlayer() {
//return false;
}
void AIScriptMurray::EnteredSet(int setId) {
// return false;
}
void AIScriptMurray::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptMurray::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptMurray::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptMurray::ShotAtAndMissed() {
// return false;
}
bool AIScriptMurray::ShotAtAndHit() {
return false;
}
void AIScriptMurray::Retired(int byActorId) {
// return false;
}
int AIScriptMurray::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptMurray::GoalChanged(int currentGoalNumber, int newGoalNumber) {
if (newGoalNumber == 300) {
Actor_Put_In_Set(kActorMurray, kSetFreeSlotH);
Actor_Set_At_Waypoint(kActorMurray, 40, 0);
}
return false;
}
bool AIScriptMurray::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
*animation = kModelAnimationMurrayIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMurrayIdle))
_animationFrame = 0;
break;
case 1:
*animation = kModelAnimationMurrayCalmTalk;
if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
_animationState = 0;
} else {
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMurrayCalmTalk))
_animationFrame = 0;
}
break;
case 2:
*animation = kModelAnimationMurrayMoreCalmTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMurrayMoreCalmTalk)) {
_animationFrame = 0;
_animationState = 1;
*animation = kModelAnimationMurrayCalmTalk;
}
break;
case 3:
*animation = kModelAnimationMurrayExplainTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMurrayExplainTalk)) {
_animationFrame = 0;
_animationState = 1;
*animation = kModelAnimationMurrayCalmTalk;
}
break;
case 4:
*animation = kModelAnimationMurrayMoreExplainTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMurrayMoreExplainTalk)) {
_animationFrame = 0;
_animationState = 1;
*animation = kModelAnimationMurrayCalmTalk;
}
break;
case 5:
*animation = kModelAnimationMurrayCautionTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMurrayCautionTalk)) {
_animationFrame = 0;
_animationState = 1;
*animation = kModelAnimationMurrayCalmTalk;
}
break;
case 6:
*animation = kModelAnimationMurrayGestureGive;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMurrayGestureGive)) {
*animation = kModelAnimationMurrayIdle;
_animationFrame = 0;
_animationState = 0;
}
break;
default:
debugC(6, kDebugAnimation, "AIScriptMurray::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptMurray::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
if (_animationState > 0 && _animationState <= 5) {
_resumeIdleAfterFramesetCompletesFlag = true;
} else {
_animationState = 0;
_animationFrame = 0;
}
break;
case kAnimationModeTalk:
_animationState = 1;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 12:
_animationState = 2;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 13:
_animationState = 3;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 14:
_animationState = 4;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 15:
_animationState = 5;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
default:
debugC(6, kDebugAnimation, "AIScriptMurray::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptMurray::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptMurray::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptMurray::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptMurray::FledCombat() {
// return false;
}
} // End of namespace BladeRunner