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

346 lines
9.2 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 {
AIScriptFishDealer::AIScriptFishDealer(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_resumeIdleAfterFramesetCompletesFlag = false;
}
void AIScriptFishDealer::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
Actor_Put_In_Set(kActorFishDealer, kSetAR01_AR02);
Actor_Set_At_Waypoint(kActorFishDealer, 120, 424);
Actor_Set_Goal_Number(kActorFishDealer, 0);
}
bool AIScriptFishDealer::Update() {
#if BLADERUNNER_ORIGINAL_BUGS
if (Global_Variable_Query(kVariableChapter) == 5
&& Actor_Query_Goal_Number(kActorFishDealer) < 400
) {
Actor_Set_Goal_Number(kActorFishDealer, 400);
return true;
} else if (Player_Query_Current_Scene() == kSceneAR01
&& Actor_Query_Goal_Number(kActorFishDealer) != 1
&& Actor_Query_Goal_Number(kActorFishDealer) != 2
&& Actor_Query_Goal_Number(kActorFishDealer) != 400
) {
Actor_Set_Goal_Number(kActorFishDealer, 1);
return true;
}
return false;
#else
if (Global_Variable_Query(kVariableChapter) < 5) {
// prevent Fish Dealer from blinking out while McCoy is flying out from Animoid
if (Player_Query_Current_Scene() == kSceneAR01
&& Actor_Query_Goal_Number(kActorFishDealer) == 3
) {
Actor_Set_Goal_Number(kActorFishDealer, 1);
return true;
}
} else {
if (Actor_Query_Goal_Number(kActorFishDealer) < 400) {
Actor_Set_Goal_Number(kActorFishDealer, 400);
} else if (Actor_Query_In_Set(kActorFishDealer, kSetAR01_AR02)) {
// Remove the fish dealer from AR01 if she is still there in chapter 5,
// this can happen only with older save games.
GoalChanged(400, 400);
}
return true;
}
return false;
#endif // BLADERUNNER_ORIGINAL_BUGS
}
void AIScriptFishDealer::TimerExpired(int timer) {
//return false;
}
void AIScriptFishDealer::CompletedMovementTrack() {
if (Actor_Query_Goal_Number(kActorFishDealer) != 1)
return; // false
Actor_Set_Goal_Number(kActorFishDealer, 99); // A bug?
Actor_Set_Goal_Number(kActorFishDealer, 1);
//return true;
}
void AIScriptFishDealer::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptFishDealer::ClickedByPlayer() {
//return false;
}
void AIScriptFishDealer::EnteredSet(int setId) {
// return false;
}
void AIScriptFishDealer::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptFishDealer::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptFishDealer::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptFishDealer::ShotAtAndMissed() {
// return false;
}
bool AIScriptFishDealer::ShotAtAndHit() {
return false;
}
void AIScriptFishDealer::Retired(int byActorId) {
// return false;
}
int AIScriptFishDealer::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptFishDealer::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case 1:
AI_Movement_Track_Flush(kActorFishDealer);
if (Random_Query(1, 3) == 1) {
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 121, Random_Query(2, 5), 720);
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 122, Random_Query(3, 6), 640);
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 120, Random_Query(6, 6), 640);
} else {
int randFace;
if (Random_Query(1, 3) == 2) {
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 122, Random_Query(5, 8), 720);
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 120, Random_Query(2, 4), 640);
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 121, Random_Query(5, 7), 640);
randFace = Random_Query(5, 10);
} else {
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 122, Random_Query(3, 5), 720);
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 121, Random_Query(3, 3), 640);
randFace = Random_Query(3, 3);
}
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 120, randFace, 640);
}
AI_Movement_Track_Repeat(kActorFishDealer);
return true;
case 2:
AI_Movement_Track_Flush(kActorFishDealer);
AI_Movement_Track_Append(kActorFishDealer, 120, 30);
AI_Movement_Track_Repeat(kActorFishDealer);
return true;
case 3:
AI_Movement_Track_Flush(kActorFishDealer);
AI_Movement_Track_Append(kActorFishDealer, 39, 0);
AI_Movement_Track_Repeat(kActorFishDealer);
return true;
case 400:
#if !BLADERUNNER_ORIGINAL_BUGS
// Movement truck is not reset and she might end-up showing up in AR01 after all.
// This will lead to a issue with CDFRAMES in chapter 5
AI_Movement_Track_Flush(kActorFishDealer);
#endif
Actor_Put_In_Set(kActorFishDealer, kSetFreeSlotH);
Actor_Set_At_Waypoint(kActorFishDealer, 40, 0);
return true;
default:
return false;
}
return false;
}
bool AIScriptFishDealer::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
*animation = kModelAnimationFishDealerIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationFishDealerIdle))
_animationFrame = 0;
break;
case 1:
if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
*animation = kModelAnimationFishDealerIdle;
_animationState = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
} else {
*animation = kModelAnimationFishDealerCalmTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationFishDealerCalmTalk))
_animationFrame = 0;
}
break;
case 2:
*animation = kModelAnimationFishDealerExplainTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationFishDealerExplainTalk)) {
_animationFrame = 0;
_animationState = 2;
}
break;
case 3:
*animation = kModelAnimationFishDealerNoTroubleTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationFishDealerNoTroubleTalk)) {
_animationFrame = 0;
_animationState = 3;
}
break;
case 4:
*animation = kModelAnimationFishDealerGestureGive;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationFishDealerGestureGive)) {
*animation = kModelAnimationFishDealerIdle;
_animationFrame = 0;
_animationState = 0;
}
break;
case 5:
*animation = kModelAnimationFishDealerWalking;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationFishDealerWalking))
_animationFrame = 0;
break;
default:
debugC(6, kDebugAnimation, "AIScriptFishDealer::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptFishDealer::ChangeAnimationMode(int mode) {
switch (mode) {
case 0:
if (_animationState > 3) {
_animationState = 0;
_animationFrame = 0;
} else {
_resumeIdleAfterFramesetCompletesFlag = true;
}
break;
case 1:
_animationState = 5;
_animationFrame = 0;
break;
case 3:
// fall through
case 14:
// fall through
case 15:
// fall through
case 16:
// fall through
case 17:
// fall through
case 18:
// fall through
case 19:
_animationState = Random_Query(0, 2) + 1;
_animationFrame = 0;
break;
case 12:
_animationState = 2;
_animationFrame = 0;
break;
case 13:
_animationState = 3;
_animationFrame = 0;
break;
case 23:
_animationState = 4;
_animationFrame = 0;
break;
default:
debugC(6, kDebugAnimation, "AIScriptFishDealer::ChangeAnimationMode(%d) - Target mode is not supported", mode);
return true;
}
return true;
}
void AIScriptFishDealer::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptFishDealer::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptFishDealer::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptFishDealer::FledCombat() {
// return false;
}
} // End of namespace BladeRunner