mirror of
https://github.com/scummvm/scummvm.git
synced 2025-04-02 10:52:32 -04:00
413 lines
12 KiB
C++
413 lines
12 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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AIScriptDeskClerk::AIScriptDeskClerk(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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// _varChooseIdleAnimation can have valid values: 0, 1
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_varChooseIdleAnimation = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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_varNumOfTimesToHoldCurrentFrame = 75;
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}
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void AIScriptDeskClerk::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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_varChooseIdleAnimation = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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_varNumOfTimesToHoldCurrentFrame = 75;
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Actor_Set_Goal_Number(kActorDeskClerk, kGoalDeskClerkDefault);
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}
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bool AIScriptDeskClerk::Update() {
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if (Actor_Query_Goal_Number(kActorDeskClerk) == kGoalDeskClerkKnockedOut
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&& Player_Query_Current_Set() != kSetCT01_CT12
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&& Player_Query_Current_Set() != kSetCT03_CT04
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&& Player_Query_Current_Set() != kSetCT08_CT51_UG12
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&& Player_Query_Current_Set() != kSetCT02
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&& Player_Query_Current_Set() != kSetCT05
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&& Player_Query_Current_Set() != kSetCT06
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&& Player_Query_Current_Set() != kSetCT07
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&& Player_Query_Current_Set() != kSetCT09
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&& Player_Query_Current_Set() != kSetCT10
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&& Player_Query_Current_Set() != kSetCT11
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) {
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Actor_Set_Goal_Number(kActorDeskClerk, kGoalDeskClerkRecovered);
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}
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if (Global_Variable_Query(kVariableChapter) == 5
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&& Actor_Query_Goal_Number(kActorDeskClerk) < kGoalDeskClerkGone
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) {
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Actor_Set_Goal_Number(kActorDeskClerk, kGoalDeskClerkGone);
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}
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return false;
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}
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void AIScriptDeskClerk::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptDeskClerk::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptDeskClerk::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptDeskClerk::ClickedByPlayer() {
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//return false;
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}
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void AIScriptDeskClerk::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptDeskClerk::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptDeskClerk::OtherAgentExitedThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptDeskClerk::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptDeskClerk::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptDeskClerk::ShotAtAndHit() {
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return false;
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}
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void AIScriptDeskClerk::Retired(int byActorId) {
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// return false;
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}
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int AIScriptDeskClerk::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptDeskClerk::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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switch (newGoalNumber) {
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case kGoalDeskClerkDefault:
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// fall through
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case kGoalDeskClerkRecovered:
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Actor_Put_In_Set(kActorDeskClerk, kSetCT09);
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Actor_Set_At_XYZ(kActorDeskClerk, 282.0f, 360.52f, 743.0f, 513);
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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Actor_Change_Animation_Mode(kActorDeskClerk, kAnimationModeIdle);
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_animationFrame = 0;
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_animationState = 0;
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#endif // BLADERUNNER_ORIGINAL_BUGS
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break;
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case kGoalDeskClerkKnockedOut:
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// fall through
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case kGoalDeskClerkGone:
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Actor_Put_In_Set(kActorDeskClerk, kSetFreeSlotH);
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Actor_Set_At_Waypoint(kActorDeskClerk, 40, 0);
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break;
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}
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return false;
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}
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bool AIScriptDeskClerk::UpdateAnimation(int *animation, int *frame) {
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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// Fixing a bug for when the Clerk gets stuck in animation id kModelAnimationDeskClerkIsHeldUpByLeonIdle (668), after Act 3:
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// - when using HDFRAMES, the clerk will briefly be in the choking animation when McCoy re-enters
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// - when using CDFRAMES, the game would crash with a message:
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// "Unable to locate page 2214 for animation 668 frame 4!"
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// This occurs when:
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// The player walks out too fast from the scene where Leon is choking the clerk in Act 3.
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// Hence, Leon's AI script's OtherAgentExitedThisSet() is triggered, Leon is gone,
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// and DeskClerk goal is set to kGoalDeskClerkKnockedOut which puts him in kSetFreeSlotH without changing his animation id.
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// Thus later on, when the player leaves Chinatown and returns, DeskClerk's (update()) will set his goal to kGoalDeskClerkRecovered
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// In Act 4, the CDFRAMES#.DAT method loads a reduced number of animations for DeskClerk causing the crash when McCoy visits the Yukon lobby.
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//
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// The following fix will work with awry saved games too (even from the original game in theory),
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// that have this buggy state stored.
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// We also include the rest of the problematic states that are missing animations in Act 4
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// (ie. all _animationState >= 6)
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if (Global_Variable_Query(kVariableChapter) > 3
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&& _animationState >= 6
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) {
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Actor_Change_Animation_Mode(kActorDeskClerk, kAnimationModeIdle);
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*animation = kModelAnimationDeskClerkReadPaperIdle;
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_animationFrame = 0;
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_animationState = 0;
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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switch (_animationState) {
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case 0:
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if (_varChooseIdleAnimation > 0) {
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*animation = kModelAnimationDeskClerkReadPaperChangePageIdle;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationDeskClerkReadPaperChangePageIdle)) {
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_animationFrame = 0;
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_varChooseIdleAnimation = 0;
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*animation = kModelAnimationDeskClerkReadPaperIdle;
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_varNumOfTimesToHoldCurrentFrame = Random_Query(50, 100);
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}
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} else {
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if (_varNumOfTimesToHoldCurrentFrame != 0) {
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--_varNumOfTimesToHoldCurrentFrame;
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}
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*animation = kModelAnimationDeskClerkReadPaperIdle;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationDeskClerkReadPaperIdle)) {
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_animationFrame = 0;
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if (_varNumOfTimesToHoldCurrentFrame == 0) {
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*animation = kModelAnimationDeskClerkReadPaperChangePageIdle;
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_varChooseIdleAnimation = 1;
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}
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}
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}
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break;
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case 1:
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*animation = kModelAnimationDeskClerkReadPaperCalmTalk;
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if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
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*animation = kModelAnimationDeskClerkReadPaperIdle;
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_animationState = 0;
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_varChooseIdleAnimation = 0;
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} else {
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
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_animationFrame = 0;
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}
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}
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break;
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case 2:
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*animation = kModelAnimationDeskClerkReadPaperMoreCalmTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationDeskClerkReadPaperMoreCalmTalk)) {
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_animationFrame = 0;
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_animationState = 1;
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*animation = kModelAnimationDeskClerkReadPaperCalmTalk;
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}
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break;
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case 3:
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*animation = kModelAnimationDeskClerkReadPaperMoveLeftTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationDeskClerkReadPaperMoveLeftTalk)) {
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_animationFrame = 0;
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_animationState = 1;
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*animation = kModelAnimationDeskClerkReadPaperCalmTalk;
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}
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break;
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case 4:
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*animation = kModelAnimationDeskClerkReadPaperSlightClosePaperTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationDeskClerkReadPaperSlightClosePaperTalk)) {
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_animationFrame = 0;
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_animationState = 1;
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*animation = kModelAnimationDeskClerkReadPaperCalmTalk;
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}
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break;
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case 5:
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*animation = kModelAnimationDeskClerkReadPaperMoreClosePaperTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationDeskClerkReadPaperMoreClosePaperTalk)) {
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_animationFrame = 0;
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_animationState = 1;
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*animation = kModelAnimationDeskClerkReadPaperCalmTalk;
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}
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break;
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case 6:
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*animation = kModelAnimationDeskClerkIsHeldUpByLeonIdle;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationDeskClerkIsHeldUpByLeonIdle)) {
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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 = kModelAnimationDeskClerkFallingAfterLeonLetsGo;
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if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
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Actor_Change_Animation_Mode(kActorDeskClerk, 72);
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*animation = kModelAnimationDeskClerkIsHeldUpByLeonIdle;
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_animationState = 6;
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} else {
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
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_animationFrame = 0;
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}
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}
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break;
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case 8:
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*animation = kModelAnimationDeskClerkHeadSmashedOnCounter;
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++_animationFrame;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationDeskClerkHeadSmashedOnCounter) - 2) {
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Ambient_Sounds_Play_Sound(kSfxZUBLAND1, 40, 30, 30, 99);
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Actor_Set_Goal_Number(kActorDeskClerk, kGoalDeskClerkKnockedOut);
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Actor_Change_Animation_Mode(kActorDeskClerk, kAnimationModeIdle);
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*animation = kModelAnimationDeskClerkReadPaperIdle;
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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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default:
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debugC(6, kDebugAnimation, "AIScriptDeskClerk::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 AIScriptDeskClerk::ChangeAnimationMode(int mode) {
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switch (mode) {
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case kAnimationModeIdle:
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switch (_animationState) {
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case 0:
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_animationState = 8;
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_animationFrame = 0;
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break;
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case 1:
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// fall through
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case 2:
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// fall through
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case 3:
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// fall through
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case 4:
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// fall through
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case 5:
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_resumeIdleAfterFramesetCompletesFlag = true;
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break;
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case 6:
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Actor_Change_Animation_Mode(kActorDeskClerk, 72);
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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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_varChooseIdleAnimation = 0;
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_varNumOfTimesToHoldCurrentFrame = Random_Query(70, 140);
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break;
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}
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break;
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case kAnimationModeTalk:
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_animationState = 1;
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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 = 2;
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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 = 3;
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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 = 4;
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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 = 5;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 26:
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_animationState = 8;
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_animationFrame = 0;
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break;
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case 58:
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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 72:
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if (_animationState != 6) {
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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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default:
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debugC(6, kDebugAnimation, "AIScriptDeskClerk::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 AIScriptDeskClerk::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 AIScriptDeskClerk::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 AIScriptDeskClerk::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptDeskClerk::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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