mirror of
https://github.com/scummvm/scummvm.git
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514 lines
15 KiB
C++
514 lines
15 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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AIScriptGaff::AIScriptGaff(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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}
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void AIScriptGaff::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(kActorGaff, kSetFreeSlotC);
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Actor_Set_Goal_Number(kActorGaff, kGoalGaffDefault);
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//return false;
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}
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bool AIScriptGaff::Update() {
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if ( Global_Variable_Query(kVariableChapter) == 2
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&& !Game_Flag_Query(kFlagGaffChapter2Started)
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) {
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Actor_Set_Goal_Number(kActorGaff, kGoalGaffStartWalkingAround);
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Game_Flag_Set(kFlagGaffChapter2Started);
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return true;
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}
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if (Global_Variable_Query(kVariableChapter) == 4
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&& Actor_Query_Goal_Number(kActorGaff) < kGoalGaffStartChapter4
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) {
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Actor_Set_Goal_Number(kActorGaff, kGoalGaffStartChapter4);
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}
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return false;
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}
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void AIScriptGaff::TimerExpired(int timer) {
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if (timer == kActorTimerAIScriptCustomTask0) {
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AI_Countdown_Timer_Reset(kActorGaff, kActorTimerAIScriptCustomTask0);
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Actor_Set_Goal_Number(kActorGaff, kGoalGaffMA07TalkToMcCoy);
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}
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//return false;
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}
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void AIScriptGaff::CompletedMovementTrack() {
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if (Actor_Query_Goal_Number(kActorGaff) == kGoalGaffMA01ApproachMcCoy) {
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Actor_Face_Actor(kActorGaff, kActorMcCoy, true);
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Actor_Says(kActorGaff, 0, kAnimationModeTalk);
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Loop_Actor_Walk_To_Actor(kActorMcCoy, kActorGaff, 36, false, true);
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Actor_Face_Actor(kActorMcCoy, kActorGaff, true);
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Actor_Says(kActorMcCoy, 670, kAnimationModeTalk);
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Actor_Says(kActorGaff, 10, kAnimationModeTalk);
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Actor_Says(kActorMcCoy, 675, kAnimationModeTalk);
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if (Game_Flag_Query(kFlagZubenRetired)) {
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Actor_Says(kActorGaff, 50, kAnimationModeTalk);
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Actor_Says(kActorMcCoy, 695, kAnimationModeTalk);
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Actor_Says(kActorGaff, 60, kAnimationModeTalk);
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Actor_Says(kActorMcCoy, 700, kAnimationModeTalk);
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Actor_Says(kActorGaff, 70, kAnimationModeTalk);
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Actor_Clue_Acquire(kActorGaff, kClueMcCoyRetiredZuben, true, -1);
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} else {
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Actor_Says(kActorGaff, 80, kAnimationModeTalk);
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Actor_Says(kActorGaff, 90, kAnimationModeTalk);
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Actor_Says(kActorMcCoy, 705, kAnimationModeTalk);
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Actor_Says(kActorGaff, 100, kAnimationModeTalk);
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Actor_Clue_Acquire(kActorGaff, kClueMcCoyLetZubenEscape, true, -1);
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}
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Actor_Says(kActorGaff, 20, kAnimationModeTalk);
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Actor_Says(kActorMcCoy, 680, kAnimationModeTalk);
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Actor_Says(kActorGaff, 30, kAnimationModeTalk);
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Actor_Says(kActorMcCoy, 685, kAnimationModeTalk);
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Actor_Says(kActorGaff, 40, kAnimationModeTalk);
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Actor_Says(kActorMcCoy, 690, kAnimationModeTalk);
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Actor_Clue_Acquire(kActorMcCoy, kClueGaffsInformation, true, kActorGaff);
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CDB_Set_Crime(kClueZubenSquadPhoto, kCrimeMoonbusHijacking);
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Actor_Clue_Acquire(kActorGaff, kClueMcCoyRetiredZuben, true, -1);
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Game_Flag_Set(kFlagGaffApproachedMcCoyAboutZuben);
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Player_Gains_Control();
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Actor_Set_Goal_Number(kActorGaff, kGoalGaffMA01Leave);
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}
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if (Actor_Query_Goal_Number(kActorGaff) == kGoalGaffCT12GoToSpinner) {
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Actor_Set_Goal_Number(kActorGaff, kGoalGaffCT12FlyAway);
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}
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if (Actor_Query_Goal_Number(kActorGaff) == kGoalGaffStartWalkingAround) {
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Actor_Set_Goal_Number(kActorGaff, kGoalGaffWalkAround);
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return;// true;
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}
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if (Actor_Query_Goal_Number(kActorGaff) == kGoalGaffWalkAround) {
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Actor_Set_Goal_Number(kActorGaff, kGoalGaffRepeatWalkingAround);
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return;// true;
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}
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if (Actor_Query_Goal_Number(kActorGaff) == kGoalGaffRepeatWalkingAround) {
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Actor_Set_Goal_Number(kActorGaff, kGoalGaffWalkAround);
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return;// true;
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}
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// return false;
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}
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void AIScriptGaff::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptGaff::ClickedByPlayer() {
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if ((Global_Variable_Query(kVariableChapter) == 2
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|| Global_Variable_Query(kVariableChapter) == 3
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)
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&& Game_Flag_Query(kFlagGaffChapter2Started)
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) {
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AI_Movement_Track_Pause(kActorGaff);
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Actor_Face_Actor(kActorMcCoy, kActorGaff, true);
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Actor_Face_Actor(kActorGaff, kActorMcCoy, true);
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if (Random_Query(1, 3) == 1) {
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Actor_Says(kActorMcCoy, 3970, 14);
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Actor_Says(kActorGaff, 100, 13);
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} else if (Random_Query(1, 3) == 2) {
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Actor_Says(kActorMcCoy, 3970, 14);
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Actor_Says(kActorGaff, 110, 13);
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} else {
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Actor_Says(kActorMcCoy, 3970, 14);
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Actor_Says(kActorGaff, 180, 13);
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}
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AI_Movement_Track_Unpause(kActorGaff);
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// return true;
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}
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// return false;
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}
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void AIScriptGaff::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptGaff::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptGaff::OtherAgentExitedThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptGaff::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// It is impossible to triger this as player has no control at this moment
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if (otherActorId == kActorMcCoy
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&& combatMode == 1
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&& Global_Variable_Query(kVariableChapter) == 4
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&& Actor_Query_In_Set(kActorMcCoy, kSetMA07)
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&& Actor_Query_Goal_Number(kActorGaff) == kGoalGaffMA07Wait
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) {
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AI_Countdown_Timer_Reset(kActorGaff, kActorTimerAIScriptCustomTask0);
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Actor_Set_Goal_Number(kActorGaff, kGoalGaffMA07ShootMcCoy);
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}
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// return false;
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}
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void AIScriptGaff::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptGaff::ShotAtAndHit() {
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return false;
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}
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void AIScriptGaff::Retired(int byActorId) {
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// return false;
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}
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int AIScriptGaff::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptGaff::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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switch (newGoalNumber) {
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case kGoalGaffCT12WaitForMcCoy:
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Actor_Put_In_Set(kActorGaff, kSetCT01_CT12);
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Actor_Set_At_Waypoint(kActorGaff, 43, 0);
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return true;
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case kGoalGaffCT12GoToSpinner:
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AI_Movement_Track_Append(kActorGaff, 123, 1);
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AI_Movement_Track_Repeat(kActorGaff);
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return true;
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case kGoalGaffMA01ApproachMcCoy:
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Player_Loses_Control();
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AI_Movement_Track_Flush(kActorGaff);
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AI_Movement_Track_Append(kActorGaff, 124, 0);
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AI_Movement_Track_Append(kActorGaff, 126, 0);
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AI_Movement_Track_Repeat(kActorGaff);
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return true;
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case kGoalGaffMA01Leave:
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AI_Movement_Track_Flush(kActorGaff);
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AI_Movement_Track_Append(kActorGaff, 124, 0);
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AI_Movement_Track_Append(kActorGaff, 35, 0);
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AI_Movement_Track_Repeat(kActorGaff);
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return true;
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case kGoalGaffCT12Leave:
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AI_Movement_Track_Flush(kActorGaff);
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AI_Movement_Track_Append(kActorGaff, 35, 90);
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AI_Movement_Track_Repeat(kActorGaff);
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return true;
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case kGoalGaffCT12FlyAway:
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Game_Flag_Reset(kFlagCT12GaffSpinner);
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Scene_Loop_Set_Default(2);
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Scene_Loop_Start_Special(kSceneLoopModeOnce, 6, true);
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return true;
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case kGoalGaffStartWalkingAround:
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AI_Movement_Track_Flush(kActorGaff);
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AI_Movement_Track_Append(kActorGaff, 35, 300);
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AI_Movement_Track_Repeat(kActorGaff);
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return true;
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case kGoalGaffWalkAround:
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{
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AI_Movement_Track_Flush(kActorGaff);
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AI_Movement_Track_Append(kActorGaff, 82, 1);
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AI_Movement_Track_Append(kActorGaff, 76, 1);
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AI_Movement_Track_Append(kActorGaff, 78, 1);
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int rnd = Random_Query(1, 3);
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if (rnd == 1) {
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AI_Movement_Track_Append(kActorGaff, 271, 0);
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AI_Movement_Track_Append(kActorGaff, 272, 0);
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AI_Movement_Track_Append(kActorGaff, 273, 0);
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} else if (rnd == 2) {
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AI_Movement_Track_Append(kActorGaff, 273, 0);
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AI_Movement_Track_Append(kActorGaff, 272, 0);
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AI_Movement_Track_Append(kActorGaff, 271, 0);
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} else if (rnd == 3) {
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AI_Movement_Track_Append(kActorGaff, 272, 0);
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AI_Movement_Track_Append(kActorGaff, 273, 0);
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}
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AI_Movement_Track_Append(kActorGaff, 274, 0);
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AI_Movement_Track_Append(kActorGaff, 275, 0);
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AI_Movement_Track_Repeat(kActorGaff);
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}
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return true;
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case kGoalGaffRepeatWalkingAround:
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AI_Movement_Track_Flush(kActorGaff);
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AI_Movement_Track_Append(kActorGaff, 35, 90);
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AI_Movement_Track_Repeat(kActorGaff);
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return true;
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case 299:
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AI_Movement_Track_Flush(kActorGaff);
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Actor_Put_In_Set(kActorGaff, kSetFreeSlotC);
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Actor_Set_At_Waypoint(kActorGaff, 35, 0);
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return true;
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case kGoalGaffMA07Wait:
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Player_Loses_Control();
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Actor_Put_In_Set(kActorGaff, kSetMA07);
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Actor_Set_At_XYZ(kActorGaff, -102.54f, -172.43f, 463.18f, 1015);
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Actor_Set_Goal_Number(kActorGaff, kGoalGaffMA07TalkToMcCoy);
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return true;
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case kGoalGaffMA07TalkToMcCoy:
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Game_Flag_Set(kFlagMA07GaffTalk);
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Actor_Face_Actor(kActorGaff, kActorMcCoy, true);
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Actor_Says(kActorGaff, 110, 12);
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Actor_Face_Actor(kActorMcCoy, kActorGaff, true);
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Actor_Says(kActorMcCoy, 2945, 14);
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Loop_Actor_Walk_To_Actor(kActorGaff, kActorMcCoy, 180, false, false);
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Actor_Says(kActorGaff, 120, 16);
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Actor_Says(kActorGaff, 130, 13);
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Actor_Says(kActorMcCoy, 2950, kAnimationModeTalk);
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Actor_Says(kActorMcCoy, 2955, 16);
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Actor_Says_With_Pause(kActorGaff, 140, 1.0f, 14);
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Loop_Actor_Walk_To_Actor(kActorMcCoy, kActorGaff, 36, false, false);
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Actor_Says(kActorGaff, 150, kAnimationModeTalk);
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Actor_Says(kActorMcCoy, 2960, 12);
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Actor_Says_With_Pause(kActorGaff, 160, 1.0f, 16);
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Actor_Says(kActorMcCoy, 2965, 13);
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Actor_Says_With_Pause(kActorGaff, 170, 1.0f, kAnimationModeTalk);
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Actor_Says_With_Pause(kActorGaff, 180, 1.0f, 12);
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Actor_Says(kActorGaff, 190, 14);
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Actor_Says(kActorGaff, 200, 15);
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Async_Actor_Walk_To_XYZ(kActorGaff, -388.44f, -162.8f, 165.08f, false, false);
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Delay(4000);
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Player_Gains_Control();
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Actor_Start_Speech_Sample(kActorGaff, 210);
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Actor_Set_Goal_Number(kActorGaff, kGoalGaffMA07Left);
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return true;
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case kGoalGaffMA07Left:
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return true;
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case kGoalGaffMA07ShootMcCoy:
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Actor_Face_Actor(kActorGaff, kActorMcCoy, true);
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Actor_Change_Animation_Mode(kActorGaff, kAnimationModeCombatAttack);
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Sound_Play(kSfxSMCAL3, 100, 0, 0, 50);
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
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Actor_Retired_Here(kActorMcCoy, 12, 12, true, -1);
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return true;
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case kGoalGaffGone:
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AI_Movement_Track_Flush(kActorGaff);
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Actor_Put_In_Set(kActorGaff, kSetKP05_KP06);
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Actor_Set_At_XYZ(kActorGaff, -782.15f, 8.26f, -263.64f, 52);
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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 AIScriptGaff::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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*animation = kModelAnimationGaffIdle;
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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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break;
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case 1:
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*animation = kModelAnimationGaffWalking;
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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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break;
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case 2:
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*animation = kModelAnimationGaffCalmPointingWithStickTalk;
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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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break;
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case 3:
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*animation = kModelAnimationGaffExplainTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
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_animationState = 2;
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_animationFrame = 0;
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*animation = kModelAnimationGaffCalmPointingWithStickTalk;
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}
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break;
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case 4:
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// TODO A bug? This is identical to case 6
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*animation = kModelAnimationGaffDescribeTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
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_animationState = 2;
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_animationFrame = 0;
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*animation = kModelAnimationGaffCalmPointingWithStickTalk;
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}
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break;
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case 5:
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// TODO A bug? This is identical to case 7
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*animation = kModelAnimationGaffLaughHeadBackTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
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_animationState = 2;
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_animationFrame = 0;
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*animation = kModelAnimationGaffCalmPointingWithStickTalk;
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}
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break;
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case 6:
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*animation = kModelAnimationGaffDescribeTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
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_animationState = 2;
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_animationFrame = 0;
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*animation = kModelAnimationGaffCalmPointingWithStickTalk;
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}
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break;
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case 7:
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*animation = kModelAnimationGaffLaughHeadBackTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
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_animationState = 2;
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_animationFrame = 0;
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*animation = kModelAnimationGaffCalmPointingWithStickTalk;
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}
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break;
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case 8:
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*animation = kModelAnimationGaffEntersSpinner;
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++_animationFrame;
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// TODO Bug in the game? Why check against McCoy's animation's frameset number of frames?
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// kModelAnimationMcCoyEntersSpinner: 25 frames
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// kModelAnimationGaffEntersSpinner: 31 frames
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMcCoyEntersSpinner) - 1) {
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Actor_Set_Invisible(kActorGaff, true);
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*animation = kModelAnimationGaffIdle;
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_animationFrame = 0;
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// TODO: check this, it was set directly by calling actor script
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
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Actor_Set_Goal_Number(kActorGaff, kGoalGaffCT12Leave);
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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, "AIScriptGaff::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 AIScriptGaff::ChangeAnimationMode(int mode) {
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switch (mode) {
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case kAnimationModeIdle:
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_animationState = 0;
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_animationFrame = 0;
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break;
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case kAnimationModeWalk:
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if (_animationState != 1) {
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_animationState = 1;
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_animationFrame = 0;
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}
|
|
break;
|
|
|
|
case kAnimationModeTalk:
|
|
_animationState = 2;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 12:
|
|
_animationState = 3;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 13:
|
|
_animationState = 4;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 14:
|
|
_animationState = 5;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 15:
|
|
_animationState = 6;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 16:
|
|
_animationState = 7;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case kAnimationModeSpinnerGetIn:
|
|
_animationState = 8;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
default:
|
|
debugC(6, kDebugAnimation, "AIScriptGaff::ChangeAnimationMode(%d) - Target mode is not supported", mode);
|
|
break;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void AIScriptGaff::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
|
|
*animationState = _animationState;
|
|
*animationFrame = _animationFrame;
|
|
*animationStateNext = _animationStateNext;
|
|
*animationNext = _animationNext;
|
|
}
|
|
|
|
void AIScriptGaff::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
|
|
_animationState = animationState;
|
|
_animationFrame = animationFrame;
|
|
_animationStateNext = animationStateNext;
|
|
_animationNext = animationNext;
|
|
}
|
|
|
|
bool AIScriptGaff::ReachedMovementTrackWaypoint(int waypointId) {
|
|
return true;
|
|
}
|
|
|
|
void AIScriptGaff::FledCombat() {
|
|
// return false;
|
|
}
|
|
|
|
} // End of namespace BladeRunner
|