scummvm/engines/bladerunner/script/ai/desk_clerk.cpp
2023-07-05 14:57:58 +03:00

413 lines
12 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 {
AIScriptDeskClerk::AIScriptDeskClerk(BladeRunnerEngine *vm) : AIScriptBase(vm) {
// _varChooseIdleAnimation can have valid values: 0, 1
_varChooseIdleAnimation = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
_varNumOfTimesToHoldCurrentFrame = 75;
}
void AIScriptDeskClerk::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_varChooseIdleAnimation = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
_varNumOfTimesToHoldCurrentFrame = 75;
Actor_Set_Goal_Number(kActorDeskClerk, kGoalDeskClerkDefault);
}
bool AIScriptDeskClerk::Update() {
if (Actor_Query_Goal_Number(kActorDeskClerk) == kGoalDeskClerkKnockedOut
&& Player_Query_Current_Set() != kSetCT01_CT12
&& Player_Query_Current_Set() != kSetCT03_CT04
&& Player_Query_Current_Set() != kSetCT08_CT51_UG12
&& Player_Query_Current_Set() != kSetCT02
&& Player_Query_Current_Set() != kSetCT05
&& Player_Query_Current_Set() != kSetCT06
&& Player_Query_Current_Set() != kSetCT07
&& Player_Query_Current_Set() != kSetCT09
&& Player_Query_Current_Set() != kSetCT10
&& Player_Query_Current_Set() != kSetCT11
) {
Actor_Set_Goal_Number(kActorDeskClerk, kGoalDeskClerkRecovered);
}
if (Global_Variable_Query(kVariableChapter) == 5
&& Actor_Query_Goal_Number(kActorDeskClerk) < kGoalDeskClerkGone
) {
Actor_Set_Goal_Number(kActorDeskClerk, kGoalDeskClerkGone);
}
return false;
}
void AIScriptDeskClerk::TimerExpired(int timer) {
//return false;
}
void AIScriptDeskClerk::CompletedMovementTrack() {
//return false;
}
void AIScriptDeskClerk::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptDeskClerk::ClickedByPlayer() {
//return false;
}
void AIScriptDeskClerk::EnteredSet(int setId) {
// return false;
}
void AIScriptDeskClerk::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptDeskClerk::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptDeskClerk::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptDeskClerk::ShotAtAndMissed() {
// return false;
}
bool AIScriptDeskClerk::ShotAtAndHit() {
return false;
}
void AIScriptDeskClerk::Retired(int byActorId) {
// return false;
}
int AIScriptDeskClerk::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptDeskClerk::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case kGoalDeskClerkDefault:
// fall through
case kGoalDeskClerkRecovered:
Actor_Put_In_Set(kActorDeskClerk, kSetCT09);
Actor_Set_At_XYZ(kActorDeskClerk, 282.0f, 360.52f, 743.0f, 513);
#if BLADERUNNER_ORIGINAL_BUGS
#else
Actor_Change_Animation_Mode(kActorDeskClerk, kAnimationModeIdle);
_animationFrame = 0;
_animationState = 0;
#endif // BLADERUNNER_ORIGINAL_BUGS
break;
case kGoalDeskClerkKnockedOut:
// fall through
case kGoalDeskClerkGone:
Actor_Put_In_Set(kActorDeskClerk, kSetFreeSlotH);
Actor_Set_At_Waypoint(kActorDeskClerk, 40, 0);
break;
}
return false;
}
bool AIScriptDeskClerk::UpdateAnimation(int *animation, int *frame) {
#if BLADERUNNER_ORIGINAL_BUGS
#else
// Fixing a bug for when the Clerk gets stuck in animation id kModelAnimationDeskClerkIsHeldUpByLeonIdle (668), after Act 3:
// - when using HDFRAMES, the clerk will briefly be in the choking animation when McCoy re-enters
// - when using CDFRAMES, the game would crash with a message:
// "Unable to locate page 2214 for animation 668 frame 4!"
// This occurs when:
// The player walks out too fast from the scene where Leon is choking the clerk in Act 3.
// Hence, Leon's AI script's OtherAgentExitedThisSet() is triggered, Leon is gone,
// and DeskClerk goal is set to kGoalDeskClerkKnockedOut which puts him in kSetFreeSlotH without changing his animation id.
// Thus later on, when the player leaves Chinatown and returns, DeskClerk's (update()) will set his goal to kGoalDeskClerkRecovered
// In Act 4, the CDFRAMES#.DAT method loads a reduced number of animations for DeskClerk causing the crash when McCoy visits the Yukon lobby.
//
// The following fix will work with awry saved games too (even from the original game in theory),
// that have this buggy state stored.
// We also include the rest of the problematic states that are missing animations in Act 4
// (ie. all _animationState >= 6)
if (Global_Variable_Query(kVariableChapter) > 3
&& _animationState >= 6
) {
Actor_Change_Animation_Mode(kActorDeskClerk, kAnimationModeIdle);
*animation = kModelAnimationDeskClerkReadPaperIdle;
_animationFrame = 0;
_animationState = 0;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
switch (_animationState) {
case 0:
if (_varChooseIdleAnimation > 0) {
*animation = kModelAnimationDeskClerkReadPaperChangePageIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationDeskClerkReadPaperChangePageIdle)) {
_animationFrame = 0;
_varChooseIdleAnimation = 0;
*animation = kModelAnimationDeskClerkReadPaperIdle;
_varNumOfTimesToHoldCurrentFrame = Random_Query(50, 100);
}
} else {
if (_varNumOfTimesToHoldCurrentFrame != 0) {
--_varNumOfTimesToHoldCurrentFrame;
}
*animation = kModelAnimationDeskClerkReadPaperIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationDeskClerkReadPaperIdle)) {
_animationFrame = 0;
if (_varNumOfTimesToHoldCurrentFrame == 0) {
*animation = kModelAnimationDeskClerkReadPaperChangePageIdle;
_varChooseIdleAnimation = 1;
}
}
}
break;
case 1:
*animation = kModelAnimationDeskClerkReadPaperCalmTalk;
if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
*animation = kModelAnimationDeskClerkReadPaperIdle;
_animationState = 0;
_varChooseIdleAnimation = 0;
} else {
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
}
break;
case 2:
*animation = kModelAnimationDeskClerkReadPaperMoreCalmTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationDeskClerkReadPaperMoreCalmTalk)) {
_animationFrame = 0;
_animationState = 1;
*animation = kModelAnimationDeskClerkReadPaperCalmTalk;
}
break;
case 3:
*animation = kModelAnimationDeskClerkReadPaperMoveLeftTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationDeskClerkReadPaperMoveLeftTalk)) {
_animationFrame = 0;
_animationState = 1;
*animation = kModelAnimationDeskClerkReadPaperCalmTalk;
}
break;
case 4:
*animation = kModelAnimationDeskClerkReadPaperSlightClosePaperTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationDeskClerkReadPaperSlightClosePaperTalk)) {
_animationFrame = 0;
_animationState = 1;
*animation = kModelAnimationDeskClerkReadPaperCalmTalk;
}
break;
case 5:
*animation = kModelAnimationDeskClerkReadPaperMoreClosePaperTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationDeskClerkReadPaperMoreClosePaperTalk)) {
_animationFrame = 0;
_animationState = 1;
*animation = kModelAnimationDeskClerkReadPaperCalmTalk;
}
break;
case 6:
*animation = kModelAnimationDeskClerkIsHeldUpByLeonIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationDeskClerkIsHeldUpByLeonIdle)) {
_animationFrame = 0;
}
break;
case 7:
*animation = kModelAnimationDeskClerkFallingAfterLeonLetsGo;
if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
Actor_Change_Animation_Mode(kActorDeskClerk, 72);
*animation = kModelAnimationDeskClerkIsHeldUpByLeonIdle;
_animationState = 6;
} else {
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
}
break;
case 8:
*animation = kModelAnimationDeskClerkHeadSmashedOnCounter;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationDeskClerkHeadSmashedOnCounter) - 2) {
Ambient_Sounds_Play_Sound(kSfxZUBLAND1, 40, 30, 30, 99);
Actor_Set_Goal_Number(kActorDeskClerk, kGoalDeskClerkKnockedOut);
Actor_Change_Animation_Mode(kActorDeskClerk, kAnimationModeIdle);
*animation = kModelAnimationDeskClerkReadPaperIdle;
_animationFrame = 0;
_animationState = 0;
}
break;
default:
debugC(6, kDebugAnimation, "AIScriptDeskClerk::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptDeskClerk::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
switch (_animationState) {
case 0:
_animationState = 8;
_animationFrame = 0;
break;
case 1:
// fall through
case 2:
// fall through
case 3:
// fall through
case 4:
// fall through
case 5:
_resumeIdleAfterFramesetCompletesFlag = true;
break;
case 6:
Actor_Change_Animation_Mode(kActorDeskClerk, 72);
break;
default:
_animationState = 0;
_animationFrame = 0;
_varChooseIdleAnimation = 0;
_varNumOfTimesToHoldCurrentFrame = Random_Query(70, 140);
break;
}
break;
case kAnimationModeTalk:
_animationState = 1;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 12:
_animationState = 2;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 13:
_animationState = 3;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 14:
_animationState = 4;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 15:
_animationState = 5;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 26:
_animationState = 8;
_animationFrame = 0;
break;
case 58:
_animationState = 7;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 72:
if (_animationState != 6) {
_animationState = 6;
_animationFrame = 0;
}
break;
default:
debugC(6, kDebugAnimation, "AIScriptDeskClerk::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptDeskClerk::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptDeskClerk::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptDeskClerk::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptDeskClerk::FledCombat() {
// return false;
}
} // End of namespace BladeRunner