581 lines
16 KiB
C++
581 lines
16 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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AIScriptTransient::AIScriptTransient(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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}
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void AIScriptTransient::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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Actor_Put_In_Set(kActorTransient, kSetCT03_CT04);
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Actor_Set_At_XYZ(kActorTransient, -171.41f, -621.3f, 736.52f, 580);
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Actor_Set_Goal_Number(kActorTransient, kGoalTransientDefault);
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Actor_Set_Targetable(kActorTransient, true);
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}
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bool AIScriptTransient::Update() {
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if (Global_Variable_Query(kVariableChapter) == 5
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&& Actor_Query_Which_Set_In(kActorTransient) != kSetFreeSlotG
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) {
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Actor_Put_In_Set(kActorTransient, kSetFreeSlotG);
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Actor_Set_At_Waypoint(kActorTransient, 39, false);
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}
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if (Global_Variable_Query(kVariableChapter) == 2
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&& (Actor_Query_Goal_Number(kActorTransient) == kGoalTransientDefault
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|| Actor_Query_Goal_Number(kActorTransient) == 10
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)
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) {
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Actor_Set_Goal_Number(kActorTransient, 200);
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}
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if ( Global_Variable_Query(kVariableChapter) == 3
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&& Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)
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&& Game_Flag_Query(kFlagCT04HomelessBodyInDumpster)
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&& !Game_Flag_Query(kFlagCT04HomelessBodyFound)
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&& !Game_Flag_Query(kFlagCT04HomelessBodyThrownAway)
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) {
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Game_Flag_Set(kFlagCT04HomelessBodyThrownAway);
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}
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if (Global_Variable_Query(kVariableChapter) < 4
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&& Game_Flag_Query(kFlagCT04HomelessBodyFound)
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&& Actor_Query_Goal_Number(kActorTransient) != 6
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&& Actor_Query_Goal_Number(kActorTransient) != 599
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) {
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Actor_Set_Goal_Number(kActorTransient, 6);
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}
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if ( Player_Query_Current_Scene() == kSceneCT04
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&& !Game_Flag_Query(kFlagCT04HomelessTrashFinish)
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) {
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Game_Flag_Set(kFlagCT04HomelessTrashFinish);
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AI_Countdown_Timer_Reset(kActorTransient, kActorTimerAIScriptCustomTask1);
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AI_Countdown_Timer_Start(kActorTransient, kActorTimerAIScriptCustomTask1, 12);
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}
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return false;
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}
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void AIScriptTransient::TimerExpired(int timer) {
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if (timer == kActorTimerAIScriptCustomTask0) {
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if (Actor_Query_Goal_Number(kActorTransient) == 395 && Actor_Query_Which_Set_In(kActorMcCoy) == kSetUG13) {
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AI_Countdown_Timer_Start(kActorTransient, kActorTimerAIScriptCustomTask0, Random_Query(20, 10));
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switch (Random_Query(1, 3)) {
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case 1:
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Sound_Play(kSfxBUMSNOR1, 50, 0, 0, 50);
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break;
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case 2:
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Sound_Play(kSfxBUMSNOR2, 50, 0, 0, 50);
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break;
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case 3:
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Sound_Play(kSfxBUMSNOR3, 50, 0, 0, 50);
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break;
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}
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} else if (Actor_Query_Goal_Number(kActorTransient) != 599) {
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Actor_Set_Goal_Number(kActorTransient, 391);
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AI_Countdown_Timer_Reset(kActorTransient, kActorTimerAIScriptCustomTask0);
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}
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}
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if (timer == kActorTimerAIScriptCustomTask1) {
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if (Actor_Query_Goal_Number(kActorTransient) == kGoalTransientDefault) { // stop diggin the trash
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Actor_Set_Goal_Number(kActorTransient, 10);
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Actor_Change_Animation_Mode(kActorTransient, kAnimationModeIdle);
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}
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Actor_Set_Goal_Number(kActorTransient, 10);
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Actor_Set_Targetable(kActorTransient, false);
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AI_Countdown_Timer_Reset(kActorTransient, kActorTimerAIScriptCustomTask1);
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}
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}
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void AIScriptTransient::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptTransient::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptTransient::ClickedByPlayer() {
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//return false;
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}
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void AIScriptTransient::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptTransient::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptTransient::OtherAgentExitedThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptTransient::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptTransient::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptTransient::ShotAtAndHit() {
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Actor_Set_Frame_Rate_FPS(kActorTransient, 8);
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if (Game_Flag_Query(kFlagUG13HomelessLayingdown)) {
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_animationState = 11;
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} else {
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_animationState = 14;
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}
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_animationFrame = 0;
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Actor_Set_Targetable(kActorTransient, false);
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if (Global_Variable_Query(kVariableChapter) < 4) {
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Actor_Set_Goal_Number(kActorTransient, 3);
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} else {
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Actor_Set_Goal_Number(kActorTransient, 599);
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}
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Game_Flag_Set(kFlagCT04HomelessKilledByMcCoy);
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return false;
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}
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void AIScriptTransient::Retired(int byActorId) {
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Actor_Set_Goal_Number(kActorTransient, 599);
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if (Global_Variable_Query(kVariableChapter) == 4) {
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Game_Flag_Set(kFlagMcCoyRetiredHuman);
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}
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}
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int AIScriptTransient::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptTransient::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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switch (newGoalNumber) {
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case kGoalTransientCT04Leave:
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AI_Movement_Track_Flush(kActorTransient);
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AI_Movement_Track_Append(kActorTransient, 51, 0);
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AI_Movement_Track_Append(kActorTransient, 105, 0);
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AI_Movement_Track_Append(kActorTransient, 42, 1);
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AI_Movement_Track_Repeat(kActorTransient);
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return true;
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case 6:
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AI_Movement_Track_Flush(kActorTransient);
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AI_Movement_Track_Append(kActorTransient, 41, 10);
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AI_Movement_Track_Repeat(kActorTransient);
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return true;
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case 200:
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Actor_Put_In_Set(kActorTransient, kSetFreeSlotH);
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Actor_Set_At_Waypoint(kActorTransient, 40, 0);
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return true;
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case 390:
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// laying on the couch - not sleeping
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Actor_Put_In_Set(kActorTransient, kSetUG13);
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Actor_Set_At_XYZ(kActorTransient, -310.0, 55.0, -350.0, 400);
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Actor_Change_Animation_Mode(kActorTransient, 53);
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Actor_Set_Targetable(kActorTransient, true);
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Game_Flag_Set(kFlagUG13HomelessLayingdown);
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return true;
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case 391:
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// laying on the couch - sleeping - dialogue exhausted pre-flask - awaiting flask
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Actor_Change_Animation_Mode(kActorTransient, 53);
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return true;
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case 395:
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// laying on the couch - sleeping - post flask
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Actor_Change_Animation_Mode(kActorTransient, 55);
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AI_Countdown_Timer_Start(kActorTransient, kActorTimerAIScriptCustomTask0, Random_Query(30, 40));
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return true;
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case 599:
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AI_Countdown_Timer_Reset(kActorTransient, kActorTimerAIScriptCustomTask0);
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return true;
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}
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return false;
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}
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bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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*animation = kModelAnimationTransientPickingNodeAndWiping;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientPickingNodeAndWiping)) {
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_animationFrame = 0;
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} else {
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*animation = kModelAnimationTransientIdle;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientIdle)) {
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_animationFrame = 0;
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}
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}
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break;
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case 1:
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*animation = kModelAnimationTransientWalking;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientWalking)) {
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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 = kModelAnimationTransientGestureGive;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientGestureGive)) {
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_animationFrame = 0;
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}
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break;
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case 3:
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*animation = kModelAnimationTransientScratchBackOfHeadTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientScratchBackOfHeadTalk)) {
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*animation = kModelAnimationTransientGestureGive;
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_animationState = 2;
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_animationFrame = 0;
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}
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break;
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case 4:
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*animation = kModelAnimationTransientDescriptiveTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientDescriptiveTalk)) {
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*animation = kModelAnimationTransientGestureGive;
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_animationState = 2;
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_animationFrame = 0;
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}
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break;
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case 5:
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*animation = kModelAnimationTransientPointingAtTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientPointingAtTalk)) {
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*animation = kModelAnimationTransientGestureGive;
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_animationState = 2;
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_animationFrame = 0;
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}
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break;
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case 6:
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*animation = kModelAnimationTransientLayingIdle;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientLayingIdle)) {
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_animationFrame = 0;
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}
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break;
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case 7:
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*animation = kModelAnimationTransientLayingCalmTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientLayingCalmTalk)) {
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_animationState = 6;
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_animationFrame = 0;
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}
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break;
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case 8:
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*animation = kModelAnimationTransientLayingMoreCalmTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientLayingMoreCalmTalk)) {
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_animationState = 6;
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_animationFrame = 0;
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}
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break;
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case 9:
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*animation = kModelAnimationTransientLayingThisAndThatTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientLayingThisAndThatTalk)) {
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_animationState = 6;
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_animationFrame = 0;
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}
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break;
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case 10:
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*animation = kModelAnimationTransientLayingGestureGiveOrTake;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientLayingGestureGiveOrTake)) {
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_animationState = 6;
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_animationFrame = 0;
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}
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break;
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case 11:
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*animation = kModelAnimationTransientLayingShotDead;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientLayingShotDead)) {
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Actor_Set_Frame_Rate_FPS(kActorTransient, 8);
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_animationState = 12;
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientLayingShotDead) - 1;
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}
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break;
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case 12:
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*animation = kModelAnimationTransientLayingShotDead;
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientLayingShotDead) - 1;
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break;
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case 14:
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*animation = kModelAnimationTransientShotDeadCollapseInPlace;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientShotDeadCollapseInPlace)) {
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Actor_Set_Goal_Number(kActorTransient, 3);
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_animationState = 15;
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientShotDeadCollapseInPlace) - 1;
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Actor_Set_Targetable(kActorTransient, false);
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Actor_Retired_Here(kActorTransient, 120, 24, true, -1);
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}
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break;
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case 15:
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*animation = kModelAnimationTransientShotDeadCollapseInPlace;
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientShotDeadCollapseInPlace) - 1;
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break;
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case 16:
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*animation = kModelAnimationTransientSearchingTrash;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientSearchingTrash) - 1) {
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_animationFrame = 0;
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}
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break;
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case 17:
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*animation = kModelAnimationTransientSearchingTrashToIdle;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientSearchingTrashToIdle) - 1) {
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*animation = kModelAnimationTransientIdle;
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_animationFrame = 0;
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_animationState = 0;
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Actor_Change_Animation_Mode(kActorTransient, kAnimationModeIdle);
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if (Actor_Query_Goal_Number(kActorTransient) == 10 && Player_Query_Current_Scene() == kSceneCT04) {
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Actor_Set_At_XYZ(kActorTransient, -171.41f, -621.30f, 728.52f, 530);
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Actor_Face_Actor(kActorTransient, kActorMcCoy, true);
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}
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}
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break;
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case 18:
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*animation = kModelAnimationTransientLayingIdle;
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++_animationFrame;
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if (_animationFrame - 1 == 4) {
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_animationState = 19;
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}
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break;
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case 19:
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*animation = kModelAnimationTransientLayingIdle;
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--_animationFrame;
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if (_animationFrame + 1 == 4) {
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_animationState = 18;
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}
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break;
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default:
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// Dummy placeholder, kModelAnimationZubenWalking (399) is a Zuben animation
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*animation = kModelAnimationZubenWalking;
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debugC(6, kDebugAnimation, "AIScriptTransient::UpdateAnimation() - Current _animationState (%d) is a placeholder", _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 AIScriptTransient::ChangeAnimationMode(int mode) {
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if (mode != 55) {
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Actor_Set_Frame_Rate_FPS(kActorTransient, 8);
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}
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switch (mode) {
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case 0:
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switch (_animationState) {
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case 0:
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break;
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case 6:
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// fall through
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case 7:
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// fall through
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case 8:
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// fall through
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case 9:
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// fall through
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case 10:
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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 = 6;
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_animationFrame = 0;
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break;
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case 16:
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_animationState = 17;
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_animationFrame = 0;
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break;
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default:
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_animationState = 0;
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_animationFrame = 0;
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break;
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}
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break;
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case 1:
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if (_animationState != 1) {
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_animationState = 1;
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_animationFrame = 0;
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}
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break;
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case 3:
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// fall through
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case 30:
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if (_animationState - 6 > 4) {
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_animationState = 2;
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} else {
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_animationState = 7;
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}
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_animationFrame = 0;
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break;
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case 12:
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// fall through
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case 31:
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if (_animationState == 6) {
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_animationState = 8;
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} else {
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_animationState = 3;
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}
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_animationFrame = 0;
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break;
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case 13:
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// fall through
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case 32:
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if (_animationState == 6) {
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_animationState = 9;
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} else {
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_animationState = 4;
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}
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_animationFrame = 0;
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break;
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case 14:
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// fall through
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case 33:
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// fall through
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case 34:
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// fall through
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case 35:
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// fall through
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case 36:
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// fall through
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case 37:
|
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if (_animationState == 6) {
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_animationState = 10;
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} else {
|
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_animationState = 5;
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}
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_animationFrame = 0;
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break;
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case 21:
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if (Game_Flag_Query(kFlagUG13HomelessLayingdown)) {
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_animationState = 11;
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} else {
|
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_animationState = 14;
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}
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 38:
|
|
_animationState = 16;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 53:
|
|
// fall through
|
|
case 54:
|
|
_animationState = 6;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 55:
|
|
if (_animationState == 6) {
|
|
Actor_Set_Frame_Rate_FPS(kActorTransient, 4);
|
|
_animationState = 18;
|
|
_animationFrame = 3;
|
|
}
|
|
break;
|
|
|
|
case 89:
|
|
_animationState = 12;
|
|
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientLayingShotDead) - 1;
|
|
break;
|
|
|
|
default:
|
|
debugC(6, kDebugAnimation, "AIScriptTransient::ChangeAnimationMode(%d) - Target mode is not supported", mode);
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void AIScriptTransient::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
|
|
*animationState = _animationState;
|
|
*animationFrame = _animationFrame;
|
|
*animationStateNext = _animationStateNext;
|
|
*animationNext = _animationNext;
|
|
}
|
|
|
|
void AIScriptTransient::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
|
|
_animationState = animationState;
|
|
_animationFrame = animationFrame;
|
|
_animationStateNext = animationStateNext;
|
|
_animationNext = animationNext;
|
|
}
|
|
|
|
bool AIScriptTransient::ReachedMovementTrackWaypoint(int waypointId) {
|
|
return true;
|
|
}
|
|
|
|
void AIScriptTransient::FledCombat() {
|
|
// return false;
|
|
}
|
|
|
|
} // End of namespace BladeRunner
|