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

321 lines
8.9 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 {
AIScriptBryant::AIScriptBryant(BladeRunnerEngine *vm) : AIScriptBase(vm) {
}
void AIScriptBryant::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
World_Waypoint_Set(324, kSetBB05, 267.0f, -60.3f, 203.0f);
World_Waypoint_Set(325, kSetBB05, 84.0f, -60.3f, 337.0f);
World_Waypoint_Set(326, kSetBB06_BB07, -36.0f, 0.0f, 185.0f);
World_Waypoint_Set(327, kSetBB06_BB07, -166.0f, 0.0f, -103.0f);
World_Waypoint_Set(328, kSetBB07, -556.0f, 252.59f, -1018.11f);
World_Waypoint_Set(329, kSetBB07, -655.0f, 252.6f, -1012.0f);
World_Waypoint_Set(330, kSetBB07, -657.0f, 253.0f, -1127.0f);
World_Waypoint_Set(331, kSetBB12, 163.8f, 0.0f, 67.0f);
World_Waypoint_Set(332, kSetBB06_BB07, -39.0f, 0.0f, 11.5f);
World_Waypoint_Set(333, kSetBB12, -34.0f, 0.0f, 33.0f);
World_Waypoint_Set(334, kSetBB05, 3.0f, -60.30f, -144.0f);
World_Waypoint_Set(335, kSetBB12, -50.0f, 0.0f, 212.0f);
Actor_Put_In_Set(kActorBryant, kSetBB05);
Actor_Set_Goal_Number(kActorBryant, 100);
}
bool AIScriptBryant::Update() {
if (Global_Variable_Query(kVariableChapter) == 2
&& Actor_Query_Goal_Number(kActorBryant) <= 101
&& Player_Query_Current_Scene() == kSceneBB05
) {
Actor_Set_Goal_Number(kActorBryant, 101);
return true;
}
if ( Global_Variable_Query(kVariableChapter) == 3
&& Player_Query_Current_Scene() == kSceneBB05
&& !Game_Flag_Query(kFlagNotUsed686)
) {
Game_Flag_Set(kFlagNotUsed686);
return true;
}
return false;
}
void AIScriptBryant::TimerExpired(int timer) {
//return false;
}
void AIScriptBryant::CompletedMovementTrack() {
if (Actor_Query_Goal_Number(kActorBryant) == 101) {
Actor_Set_Goal_Number(kActorBryant, 102);
// return true;
} else if (Actor_Query_Goal_Number(kActorBryant) == 102) {
Actor_Set_Goal_Number(kActorBryant, 101);
// return true;
}
// return false;
}
void AIScriptBryant::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptBryant::ClickedByPlayer() {
Actor_Face_Actor(kActorMcCoy, kActorBryant, true);
Actor_Voice_Over(30, kActorVoiceOver);
Actor_Voice_Over(40, kActorVoiceOver);
}
void AIScriptBryant::EnteredSet(int setId) {
// return false;
}
void AIScriptBryant::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptBryant::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptBryant::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptBryant::ShotAtAndMissed() {
// return false;
}
bool AIScriptBryant::ShotAtAndHit() {
AI_Movement_Track_Flush(kActorBryant);
Sound_Play(kSfxFEMHURT1, 100, 0, 0, 50); // a bug?
return false;
}
void AIScriptBryant::Retired(int byActorId) {
// return false;
}
int AIScriptBryant::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptBryant::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case 101:
AI_Movement_Track_Flush(kActorBryant);
switch (Random_Query(0, 9)) {
case 0:
AI_Movement_Track_Append(kActorBryant, 134, 0);
AI_Movement_Track_Append(kActorBryant, 135, 0);
AI_Movement_Track_Append(kActorBryant, 136, 0);
AI_Movement_Track_Append(kActorBryant, 137, 0);
AI_Movement_Track_Append(kActorBryant, 138, 0);
AI_Movement_Track_Append(kActorBryant, 139, 0);
AI_Movement_Track_Repeat(kActorBryant);
break;
case 1:
AI_Movement_Track_Append(kActorBryant, 139, 0);
AI_Movement_Track_Append(kActorBryant, 138, 0);
AI_Movement_Track_Append(kActorBryant, 137, 0);
AI_Movement_Track_Append(kActorBryant, 136, 0);
AI_Movement_Track_Append(kActorBryant, 135, 0);
AI_Movement_Track_Append(kActorBryant, 134, 0);
AI_Movement_Track_Repeat(kActorBryant);
break;
case 2:
AI_Movement_Track_Append(kActorBryant, 196, 0);
AI_Movement_Track_Append(kActorBryant, 197, 0);
AI_Movement_Track_Append(kActorBryant, 198, 0);
AI_Movement_Track_Repeat(kActorBryant);
break;
case 3:
AI_Movement_Track_Append(kActorBryant, 198, 0);
AI_Movement_Track_Append(kActorBryant, 197, 0);
AI_Movement_Track_Append(kActorBryant, 196, 0);
AI_Movement_Track_Repeat(kActorBryant);
break;
case 4:
AI_Movement_Track_Append(kActorBryant, 326, 0);
AI_Movement_Track_Append(kActorBryant, 332, 0);
AI_Movement_Track_Append(kActorBryant, 327, 0);
AI_Movement_Track_Repeat(kActorBryant);
break;
case 5:
AI_Movement_Track_Append(kActorBryant, 327, 0);
AI_Movement_Track_Append(kActorBryant, 332, 0);
AI_Movement_Track_Append(kActorBryant, 326, 0);
AI_Movement_Track_Repeat(kActorBryant);
break;
case 6:
AI_Movement_Track_Append(kActorBryant, 329, 0);
AI_Movement_Track_Append(kActorBryant, 328, 0);
AI_Movement_Track_Append(kActorBryant, 330, 0);
AI_Movement_Track_Repeat(kActorBryant);
break;
case 7:
AI_Movement_Track_Append(kActorBryant, 330, 0);
AI_Movement_Track_Append(kActorBryant, 328, 0);
AI_Movement_Track_Append(kActorBryant, 329, 0);
AI_Movement_Track_Repeat(kActorBryant);
break;
case 8:
AI_Movement_Track_Append(kActorBryant, 331, 0);
AI_Movement_Track_Append(kActorBryant, 333, 0);
AI_Movement_Track_Append(kActorBryant, 335, 0);
AI_Movement_Track_Repeat(kActorBryant);
break;
case 9:
AI_Movement_Track_Append(kActorBryant, 335, 0);
AI_Movement_Track_Append(kActorBryant, 333, 0);
AI_Movement_Track_Append(kActorBryant, 331, 0);
AI_Movement_Track_Repeat(kActorBryant);
break;
default:
break;
}
// fallthrough
case 102:
AI_Movement_Track_Append(kActorBryant, 39, 0);
AI_Movement_Track_Repeat(kActorBryant);
break;
default:
break;
}
return false;
}
bool AIScriptBryant::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
*animation = kModelAnimationBearToyOscillatingIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBearToyOscillatingIdle)) {
_animationFrame = 0;
}
break;
case 1:
*animation = kModelAnimationBearToyWalking;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBearToyWalking)) {
_animationFrame = 0;
}
break;
case 2:
*animation = kModelAnimationBearToyShotDead;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBearToyShotDead) - 1) {
_animationState = 3;
}
break;
case 3:
*animation = kModelAnimationBearToyShotDead;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationBearToyShotDead) - 1;
break;
default:
debugC(6, kDebugAnimation, "AIScriptBryant::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptBryant::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
_animationState = 0;
_animationFrame = 0;
break;
case kAnimationModeWalk:
_animationState = 1;
_animationFrame = 0;
break;
case kAnimationModeDie:
_animationState = 2;
_animationFrame = 0;
Actor_Set_Goal_Number(kActorBryant, 0);
break;
default:
debugC(6, kDebugAnimation, "AIScriptBryant::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptBryant::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptBryant::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptBryant::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptBryant::FledCombat() {
// return false;
}
} // End of namespace BladeRunner