525 lines
15 KiB
C++
525 lines
15 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/bladerunner.h"
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#include "bladerunner/script/ai_script.h"
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namespace BladeRunner {
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AIScriptSebastian::AIScriptSebastian(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_resumeIdleAfterFramesetCompletesFlag = false;
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}
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void AIScriptSebastian::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_Set_Goal_Number(kActorSebastian, 0);
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}
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bool AIScriptSebastian::Update() {
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if (Actor_Query_Goal_Number(kActorSebastian) < 200
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&& Global_Variable_Query(kVariableChapter) == 3
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) {
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Actor_Set_Goal_Number(kActorSebastian, 200);
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}
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return false;
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}
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void AIScriptSebastian::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptSebastian::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptSebastian::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptSebastian::ClickedByPlayer() {
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if (Actor_Query_Goal_Number(kActorSebastian) == 205) {
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AI_Movement_Track_Pause(kActorSebastian);
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Actor_Face_Actor(kActorSebastian, kActorMcCoy, true);
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Actor_Face_Actor(kActorMcCoy, kActorSebastian, true);
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if (Actor_Clue_Query(kActorSebastian, kClueMcCoyIsABladeRunner)) {
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Actor_Says(kActorMcCoy, 6985, 16);
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Actor_Says(kActorSebastian, 610, 14);
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} else {
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dialogue();
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}
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AI_Movement_Track_Unpause(kActorSebastian);
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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 AIScriptSebastian::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptSebastian::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptSebastian::OtherAgentExitedThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptSebastian::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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if (otherActorId == kActorMcCoy
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&& combatMode
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) {
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#if BLADERUNNER_ORIGINAL_BUGS
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Global_Variable_Increment(kVariableGunPulledInFrontOfSebastian, 1);
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#else
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// This is a minor fix: Prevent increasing the value of kVariableGunPulledInFrontOfSebastian without restriction
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if (Global_Variable_Query(kVariableGunPulledInFrontOfSebastian) < 2) {
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Global_Variable_Increment(kVariableGunPulledInFrontOfSebastian, 1);
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}
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#endif
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Actor_Modify_Friendliness_To_Other(kActorSebastian, kActorMcCoy, -5);
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AI_Movement_Track_Pause(kActorSebastian);
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Actor_Face_Actor(kActorSebastian, kActorMcCoy, true);
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if (Global_Variable_Query(kVariableGunPulledInFrontOfSebastian) == 1) {
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Actor_Says(kActorSebastian, 680, 12);
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Actor_Face_Actor(kActorMcCoy, kActorSebastian, true);
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Actor_Says_With_Pause(kActorMcCoy, 7265, 0.0f, kAnimationModeCombatIdle);
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatIdle);
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Delay(500);
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Actor_Says(kActorSebastian, 690, 16);
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} else {
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Actor_Says(kActorSebastian, 700, 15);
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Actor_Says_With_Pause(kActorMcCoy, 7270, 0.0f, kAnimationModeCombatIdle);
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatIdle);
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}
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AI_Movement_Track_Unpause(kActorSebastian);
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return; //true;
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}
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}
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void AIScriptSebastian::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptSebastian::ShotAtAndHit() {
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return false;
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}
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void AIScriptSebastian::Retired(int byActorId) {
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// return false;
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}
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int AIScriptSebastian::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptSebastian::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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if (newGoalNumber == 200) {
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Actor_Put_In_Set(kActorSebastian, kSetBB05);
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Actor_Set_At_XYZ(kActorSebastian, -13.08f, -60.31f, 100.88f, 470);
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}
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return false;
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}
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bool AIScriptSebastian::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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*animation = kModelAnimationSebastianIdle;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianIdle) - 1) {
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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 = kModelAnimationSebastianWalking;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianWalking) - 1) {
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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 = kModelAnimationSebastianStepsBack;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianStepsBack) - 1) {
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Actor_Change_Animation_Mode(kActorSebastian, kAnimationModeIdle);
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*animation = kModelAnimationSebastianIdle;
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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 3:
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*animation = kModelAnimationSebastianTriesToRunHitsHeadAndFalls;
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if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianTriesToRunHitsHeadAndFalls) - 1) {
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++_animationFrame;
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}
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break;
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case 4:
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if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
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Actor_Change_Animation_Mode(kActorSebastian, kAnimationModeIdle);
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*animation = kModelAnimationSebastianIdle;
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_animationState = 0;
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_animationFrame = 0;
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} else {
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*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianCalmHeadNodLeftTalk) - 1) {
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_animationFrame = 0;
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}
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}
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break;
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case 5:
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*animation = kModelAnimationSebastianCalmHeadNodRightTalk;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianCalmHeadNodRightTalk) - 1) {
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_animationFrame = 0;
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_animationState = 4;
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*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
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}
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break;
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case 6:
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*animation = kModelAnimationSebastianSuggestTalk;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianSuggestTalk) - 1) {
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_animationFrame = 0;
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_animationState = 4;
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*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
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}
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break;
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case 7:
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*animation = kModelAnimationSebastianWonderingTalk;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianWonderingTalk) - 1) {
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_animationFrame = 0;
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_animationState = 4;
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*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
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}
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break;
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case 8:
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*animation = kModelAnimationSebastianPointingToSelfTalk;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianPointingToSelfTalk) - 1) {
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_animationFrame = 0;
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_animationState = 4;
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*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
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}
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break;
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case 9:
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*animation = kModelAnimationSebastianScratchEarTalk;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianScratchEarTalk) - 1) {
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_animationFrame = 0;
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_animationState = 4;
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*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
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}
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break;
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case 10:
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*animation = kModelAnimationSebastianAnnoyedTalk;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianAnnoyedTalk) - 1) {
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_animationFrame = 0;
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_animationState = 4;
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*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
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}
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break;
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case 11:
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*animation = kModelAnimationSebastianWaitTalk;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianWaitTalk) - 1) {
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_animationFrame = 0;
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_animationState = 4;
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*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
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}
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptSebastian::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 AIScriptSebastian::ChangeAnimationMode(int mode) {
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switch (mode) {
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case kAnimationModeIdle:
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if (_animationState > 11) {
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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 kAnimationModeWalk:
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_animationState = 1;
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_animationFrame = 0;
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break;
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case kAnimationModeTalk:
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_animationState = 4;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 12:
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_animationState = 5;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 13:
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_animationState = 6;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 14:
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_animationState = 7;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 15:
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_animationState = 8;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 16:
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_animationState = 9;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 17:
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_animationState = 10;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 18:
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_animationState = 11;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 20:
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_animationState = 2;
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_animationFrame = 0;
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break;
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case kAnimationModeDie:
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_animationState = 3;
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_animationFrame = 0;
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptSebastian::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 AIScriptSebastian::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 AIScriptSebastian::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 AIScriptSebastian::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptSebastian::FledCombat() {
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// return false;
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}
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void AIScriptSebastian::dialogue() {
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Dialogue_Menu_Clear_List();
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if (Actor_Query_Friendliness_To_Other(kActorSebastian, kActorMcCoy) >= 45) {
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DM_Add_To_List_Never_Repeat_Once_Selected(930, 5, 5, 5); // MORAJI AND CHEW
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DM_Add_To_List_Never_Repeat_Once_Selected(940, -1, 5, 6); // EISENDULLER
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DM_Add_To_List_Never_Repeat_Once_Selected(950, 5, 5, 5); // TYRELL
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}
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if (Actor_Clue_Query(kActorMcCoy, kClueAnsweringMachineMessage)) {
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DM_Add_To_List_Never_Repeat_Once_Selected(960, 3, -1, 5); // TWINS
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}
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if (Actor_Clue_Query(kActorMcCoy, kClueAnsweringMachineMessage)
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&& Actor_Clue_Query(kActorMcCoy, kClueEnvelope)
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) {
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DM_Add_To_List_Never_Repeat_Once_Selected(970, -1, 4, -1); // RUNCITER
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}
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DM_Add_To_List_Never_Repeat_Once_Selected(980, -1, -1, 7); // ROBBERS
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DM_Add_To_List_Never_Repeat_Once_Selected(990, 7, 3, -1); // NEXUS-6
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if (Dialogue_Menu_Query_List_Size()) {
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// This condition clause for non-empty dialogue menu options before adding the DONE option
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// only occurs in Sebastian's AI script.
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// Probably because, selecting "DONE" here, McCoy has nothing to say
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// so there's no point to add it as a "auto-selected" last option
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// if no other options exist in the list
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Dialogue_Menu_Add_DONE_To_List(1000); // DONE
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Dialogue_Menu_Appear(320, 240);
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int answer = Dialogue_Menu_Query_Input();
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Dialogue_Menu_Disappear();
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switch (answer) {
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case 930: // MORAJI AND CHEW
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Actor_Says(kActorMcCoy, 7075, 13);
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Actor_Says(kActorSebastian, 290, 12);
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Actor_Says(kActorSebastian, 300, 13);
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break;
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case 940: // EISENDULLER
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Actor_Says(kActorMcCoy, 7080, 15);
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Actor_Says(kActorSebastian, 310, 13);
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Actor_Says(kActorSebastian, 320, 16);
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Actor_Says(kActorSebastian, 340, 12);
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Actor_Says(kActorMcCoy, 7120, 14);
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Actor_Says(kActorSebastian, 350, kAnimationModeTalk);
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Actor_Says(kActorMcCoy, 7125, 13);
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Actor_Says(kActorSebastian, 360, 17);
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Actor_Says_With_Pause(kActorMcCoy, 7130, 1.0f, kAnimationModeTalk);
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Actor_Says(kActorMcCoy, 7135, 18);
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break;
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case 950: // TYRELL
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Actor_Says(kActorMcCoy, 7085, 15);
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Actor_Says_With_Pause(kActorSebastian, 370, 0.30f, 13);
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Actor_Says_With_Pause(kActorSebastian, 380, 0.70f, 17);
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Actor_Says(kActorSebastian, 390, 14);
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if (Actor_Clue_Query(kActorMcCoy, kClueChessTable)) {
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Actor_Says(kActorMcCoy, 7140, kAnimationModeTalk);
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Actor_Says(kActorSebastian, 400, 12);
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Actor_Says(kActorMcCoy, 7145, 16);
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Actor_Says(kActorSebastian, 410, 13);
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Actor_Says(kActorMcCoy, 7150, 17);
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Actor_Says(kActorSebastian, 420, 13);
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Actor_Says(kActorSebastian, 430, 14);
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}
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break;
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case 960: // TWINS
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Actor_Says(kActorMcCoy, 7090, 17);
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Actor_Says(kActorSebastian, 440, 14);
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Actor_Says(kActorSebastian, 450, 13);
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Actor_Says(kActorMcCoy, 7155, 13);
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Actor_Says(kActorSebastian, 460, 17);
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Actor_Says(kActorSebastian, 470, 12);
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Actor_Says(kActorSebastian, 480, 13);
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Actor_Says(kActorMcCoy, 7160, 18);
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Actor_Says(kActorSebastian, 490, 14);
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Actor_Says(kActorMcCoy, 7165, 14);
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setMcCoyIsABladeRunner();
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break;
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case 970: // RUNCITER
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Actor_Says(kActorMcCoy, 7095, 13);
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Actor_Says(kActorSebastian, 500, 15);
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Actor_Says(kActorMcCoy, 7170, 17);
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Actor_Says(kActorSebastian, 510, 12);
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Actor_Says(kActorMcCoy, 7175, 18);
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Actor_Says(kActorSebastian, 520, 14);
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Actor_Says(kActorMcCoy, 7180, 12);
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Actor_Says(kActorSebastian, 530, 13);
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Actor_Says(kActorMcCoy, 7185, 12);
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setMcCoyIsABladeRunner();
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break;
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case 980: // ROBBERS
|
|
Actor_Says(kActorMcCoy, 7100, 12);
|
|
Actor_Says(kActorSebastian, 540, 16);
|
|
Actor_Says(kActorMcCoy, 7195, 18);
|
|
Actor_Says(kActorSebastian, 720, 12);
|
|
break;
|
|
|
|
case 990: // NEXUS-6
|
|
Actor_Says(kActorMcCoy, 7105, 18);
|
|
setMcCoyIsABladeRunner();
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
} else if (Actor_Query_Friendliness_To_Other(kActorSebastian, kActorMcCoy) >= 45) {
|
|
Actor_Says(kActorMcCoy, 7115, 13);
|
|
Actor_Says(kActorSebastian, 280, 14);
|
|
} else {
|
|
Actor_Says(kActorMcCoy, 7110, 15);
|
|
Actor_Says(kActorSebastian, 270, 16);
|
|
}
|
|
}
|
|
|
|
void AIScriptSebastian::setMcCoyIsABladeRunner() {
|
|
Actor_Clue_Acquire(kActorSebastian, kClueMcCoyIsABladeRunner, true, kActorMcCoy);
|
|
Actor_Modify_Friendliness_To_Other(kActorSebastian, kActorMcCoy, -5);
|
|
Actor_Says(kActorSebastian, 560, 15);
|
|
Actor_Says(kActorMcCoy, 7200, 14);
|
|
Actor_Says(kActorSebastian, 570, 16);
|
|
Actor_Says(kActorMcCoy, 7205, 17);
|
|
Actor_Says(kActorSebastian, 580, 13);
|
|
Actor_Says_With_Pause(kActorMcCoy, 7210, 1.0f, 16);
|
|
Actor_Says(kActorSebastian, 590, 12);
|
|
Actor_Says(kActorMcCoy, 7215, 19);
|
|
Actor_Says(kActorSebastian, 600, 14);
|
|
Actor_Says(kActorMcCoy, 7220, 13);
|
|
Actor_Says_With_Pause(kActorMcCoy, 7225, 0.80f, 14);
|
|
Actor_Says(kActorSebastian, 610, 15);
|
|
}
|
|
|
|
} // End of namespace BladeRunner
|