mirror of
https://github.com/scummvm/scummvm.git
synced 2025-04-02 10:52:32 -04:00
412 lines
12 KiB
C++
412 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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AIScriptGeneralDoll::AIScriptGeneralDoll(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_resumeIdleAfterFramesetCompletesFlag = false;
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}
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void AIScriptGeneralDoll::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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_resumeIdleAfterFramesetCompletesFlag = false;
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Actor_Put_In_Set(kActorGeneralDoll, kSetFreeSlotG);
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Actor_Set_At_Waypoint(kActorGeneralDoll, 39, 0);
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Actor_Set_Goal_Number(kActorGeneralDoll, 100);
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}
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bool AIScriptGeneralDoll::Update() {
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if (Global_Variable_Query(kVariableChapter) == 2
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&& Actor_Query_Goal_Number(kActorGeneralDoll) <= 101
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&& Player_Query_Current_Scene() == kSceneBB05
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) {
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Actor_Set_Goal_Number(kActorGeneralDoll, 101);
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return true;
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}
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if (Global_Variable_Query(kVariableChapter) == 3
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&& Actor_Query_Goal_Number(kActorGeneralDoll) < 200
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) {
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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 AIScriptGeneralDoll::TimerExpired(int timer) {
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if (timer == kActorTimerAIScriptCustomTask2) {
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// TODO A BUG? McCoy dies here too (it's in original this way also)
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// This is untriggered, so it could be leftover or debug code
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
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Actor_Change_Animation_Mode(kActorGeneralDoll, kAnimationModeDie);
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AI_Countdown_Timer_Reset(kActorGeneralDoll, kActorTimerAIScriptCustomTask2);
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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 AIScriptGeneralDoll::CompletedMovementTrack() {
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switch (Actor_Query_Goal_Number(kActorGeneralDoll)) {
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case 101:
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if (Player_Query_Current_Scene() == kSceneBB05) {
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switch (Random_Query(0, 5)) {
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case 0:
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Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 0, 80, 0, 0, 0);
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break;
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case 1:
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Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 10, 80, 0, 0, 0);
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break;
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case 2:
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Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 20, 80, 0, 0, 0);
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break;
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case 3:
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Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 30, 80, 0, 0, 0);
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break;
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case 4:
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Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 40, 80, 0, 0, 0);
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break;
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case 5:
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Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 50, 80, 0, 0, 0);
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break;
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}
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Actor_Set_Goal_Number(kActorGeneralDoll, 102);
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} else {
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Actor_Set_Goal_Number(kActorGeneralDoll, 103);
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}
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return; //true;
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case 102:
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Actor_Set_Goal_Number(kActorGeneralDoll, 103);
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return; //true;
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case 103:
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Actor_Set_Goal_Number(kActorGeneralDoll, 101);
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return; //true;
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case 200:
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Actor_Set_Goal_Number(kActorGeneralDoll, 201);
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return; //true;
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case 201:
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Actor_Set_Goal_Number(kActorGeneralDoll, 200);
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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 AIScriptGeneralDoll::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptGeneralDoll::ClickedByPlayer() {
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Actor_Face_Actor(kActorMcCoy, kActorGeneralDoll, true);
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Actor_Voice_Over(30, kActorVoiceOver);
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Actor_Voice_Over(40, kActorVoiceOver);
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}
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void AIScriptGeneralDoll::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptGeneralDoll::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptGeneralDoll::OtherAgentExitedThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptGeneralDoll::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptGeneralDoll::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptGeneralDoll::ShotAtAndHit() {
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AI_Movement_Track_Flush(kActorGeneralDoll);
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Global_Variable_Increment(kVariableGeneralDollShot, 1);
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if (!Game_Flag_Query(kFlagGeneralDollShot)
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&& Global_Variable_Query(kVariableGeneralDollShot) == 1
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) {
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Sound_Play(kSfxSERVOD1, 100, 0, 0, 50);
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Game_Flag_Set(kFlagGeneralDollShot);
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Actor_Set_Goal_Number(kActorGeneralDoll, 104);
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ChangeAnimationMode(kAnimationModeDie);
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Actor_Set_Targetable(kActorGeneralDoll, false);
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}
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return false;
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}
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void AIScriptGeneralDoll::Retired(int byActorId) {
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// return false;
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}
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int AIScriptGeneralDoll::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptGeneralDoll::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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switch (newGoalNumber) {
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case 100:
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AI_Movement_Track_Flush(kActorGeneralDoll);
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AI_Movement_Track_Append(kActorGeneralDoll, 39, 0);
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AI_Movement_Track_Repeat(kActorGeneralDoll);
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break;
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case 101:
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AI_Movement_Track_Flush(kActorGeneralDoll);
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AI_Movement_Track_Append(kActorGeneralDoll, 196, 0);
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AI_Movement_Track_Repeat(kActorGeneralDoll);
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break;
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case 102:
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AI_Movement_Track_Flush(kActorGeneralDoll);
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AI_Movement_Track_Append(kActorGeneralDoll, 197, 0);
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AI_Movement_Track_Repeat(kActorGeneralDoll);
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break;
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case 103:
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AI_Movement_Track_Flush(kActorGeneralDoll);
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if (Random_Query(1, 2) == 1) {
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AI_Movement_Track_Append(kActorGeneralDoll, 198, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 329, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 328, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 330, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 331, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 335, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 139, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 138, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 137, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 136, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 135, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 134, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 326, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 327, 0);
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} else {
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AI_Movement_Track_Append(kActorGeneralDoll, 136, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 137, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 138, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 139, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 335, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 331, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 327, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 326, 0);
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}
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AI_Movement_Track_Repeat(kActorGeneralDoll);
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break;
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case 104:
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AI_Movement_Track_Flush(kActorGeneralDoll);
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break;
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case 106:
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AI_Movement_Track_Flush(kActorGeneralDoll);
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AI_Movement_Track_Append(kActorGeneralDoll, 196, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 197, 0);
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AI_Movement_Track_Repeat(kActorGeneralDoll);
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break;
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case 200:
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AI_Movement_Track_Flush(kActorGeneralDoll);
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Actor_Put_In_Set(kActorGeneralDoll, kSetBB05);
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Actor_Set_At_Waypoint(kActorGeneralDoll, 134, 0);
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Actor_Set_Goal_Number(kActorGeneralDoll, 201);
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break;
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case 201:
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AI_Movement_Track_Flush(kActorGeneralDoll);
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if (Random_Query(1, 2) == 1) {
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AI_Movement_Track_Append(kActorGeneralDoll, 198, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 329, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 328, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 330, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 331, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 335, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 139, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 138, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 137, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 136, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 135, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 134, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 326, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 327, 0);
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} else {
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AI_Movement_Track_Append(kActorGeneralDoll, 136, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 137, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 138, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 139, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 335, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 331, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 327, 0);
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AI_Movement_Track_Append(kActorGeneralDoll, 326, 0);
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}
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AI_Movement_Track_Repeat(kActorGeneralDoll);
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break;
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case 299:
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AI_Movement_Track_Flush(kActorGeneralDoll);
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break;
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default:
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return false;
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}
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return true;
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}
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bool AIScriptGeneralDoll::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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*animation = kModelGeneralDollIdle;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelGeneralDollIdle)) {
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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 = kModelGeneralDollHaltSalute;
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if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
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*animation = kModelGeneralDollIdle;
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_animationFrame = 0;
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_animationState = 0;
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} else {
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelGeneralDollHaltSalute)) {
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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 = kModelGeneralDollWalking;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelGeneralDollWalking)) {
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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 = kModelGeneralDollGotHit;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelGeneralDollGotHit)) {
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*animation = kModelGeneralDollIdle;
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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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case 4:
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*animation = kModelGeneralDollShotDead;
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if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelGeneralDollShotDead) - 1) {
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++_animationFrame;
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}
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptGeneralDoll::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 AIScriptGeneralDoll::ChangeAnimationMode(int mode) {
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switch (mode) {
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case kAnimationModeIdle:
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if (_animationState == 1) {
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_resumeIdleAfterFramesetCompletesFlag = true;
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} else {
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_animationState = 0;
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_animationFrame = 0;
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}
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break;
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case kAnimationModeWalk:
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_animationState = 2;
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_animationFrame = 0;
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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 43:
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_animationState = 3;
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_animationFrame = 0;
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break;
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case kAnimationModeDie:
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_animationState = 4;
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_animationFrame = 0;
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptGeneralDoll::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 AIScriptGeneralDoll::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 AIScriptGeneralDoll::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 AIScriptGeneralDoll::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptGeneralDoll::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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