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

305 lines
8.6 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 {
AIScriptGrigorian::AIScriptGrigorian(BladeRunnerEngine *vm) : AIScriptBase(vm) {
// _varChooseIdleAnimation can have valid values: 0, 1, 2
_varChooseIdleAnimation = 0;
_varNumOfTimesToHoldCurrentFrame = 0;
}
void AIScriptGrigorian::Initialize() {
_varChooseIdleAnimation = 0;
_varNumOfTimesToHoldCurrentFrame = 0;
_animationStateNext = 0;
_animationFrame = 0;
_animationState = 0;
}
bool AIScriptGrigorian::Update() {
if ( Actor_Query_Friendliness_To_Other(kActorGrigorian, kActorMcCoy) < 30
&& !Game_Flag_Query(kFlagGrigorianDislikeMcCoy)
) {
Game_Flag_Set(kFlagGrigorianDislikeMcCoy);
return true;
}
return false;
}
void AIScriptGrigorian::TimerExpired(int timer) {
//return false;
}
void AIScriptGrigorian::CompletedMovementTrack() {
//return false;
}
void AIScriptGrigorian::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptGrigorian::ClickedByPlayer() {
//return false;
}
void AIScriptGrigorian::EnteredSet(int setId) {
// return false;
}
void AIScriptGrigorian::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptGrigorian::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptGrigorian::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptGrigorian::ShotAtAndMissed() {
// return false;
}
bool AIScriptGrigorian::ShotAtAndHit() {
return false;
}
void AIScriptGrigorian::Retired(int byActorId) {
// return false;
}
int AIScriptGrigorian::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptGrigorian::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return false;
}
bool AIScriptGrigorian::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
if (_varChooseIdleAnimation == 0) {
*animation = kModelAnimationGrigorianStandIdle;
if (_varNumOfTimesToHoldCurrentFrame > 0) {
--_varNumOfTimesToHoldCurrentFrame;
} else {
++_animationFrame;
if (_animationFrame == 5 || _animationFrame == 13) {
_varNumOfTimesToHoldCurrentFrame = Random_Query(2, 4);
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandIdle)) {
_animationFrame = 0;
_varChooseIdleAnimation = Random_Query(0, 2);
}
}
} else if (_varChooseIdleAnimation == 1) {
*animation = kModelAnimationGrigorianStandAnnoyedTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandAnnoyedTalk)) {
*animation = kModelAnimationGrigorianStandIdle;
_animationFrame = 0;
_varChooseIdleAnimation = 0;
}
} else if (_varChooseIdleAnimation == 2) {
*animation = kModelAnimationGrigorianStandArmsCrossedTalk;
if (_varNumOfTimesToHoldCurrentFrame > 0) {
--_varNumOfTimesToHoldCurrentFrame;
} else {
++_animationFrame;
if (_animationFrame >= 8 && _animationFrame <= 10) {
_varNumOfTimesToHoldCurrentFrame = Random_Query(2, 4);
}
#if BLADERUNNER_ORIGINAL_BUGS
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandIdle)) {
*animation = kModelAnimationGrigorianStandIdle;
_animationFrame = 0;
_varChooseIdleAnimation = 0;
}
#else
// bugfix set proper current animation here to get frameset number of frames
// (could also use *animation)
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandArmsCrossedTalk)) {
*animation = kModelAnimationGrigorianStandIdle;
_animationFrame = 0;
_varChooseIdleAnimation = 0;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
}
}
break;
case 1:
*animation = kModelAnimationGrigorianStandAnnoyedTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandAnnoyedTalk)) {
_animationFrame = 0;
}
break;
case 2:
*animation = kModelAnimationGrigorianStandProtestTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandProtestTalk)) {
_animationFrame = 0;
}
break;
case 3:
*animation = kModelAnimationGrigorianStandProtestMoreTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandProtestMoreTalk)) {
_animationState = 2;
_animationFrame = 0;
*animation = kModelAnimationGrigorianStandProtestTalk;
}
break;
case 4:
*animation = kModelAnimationGrigorianStandProtestEvenMoreTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandProtestEvenMoreTalk)) {
_animationState = 2;
_animationFrame = 0;
*animation = kModelAnimationGrigorianStandProtestTalk;
}
break;
case 5:
*animation = kModelAnimationGrigorianStandInsistentTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandInsistentTalk)) {
_animationState = 2;
_animationFrame = 0;
*animation = kModelAnimationGrigorianStandProtestTalk;
}
break;
case 6:
*animation = kModelAnimationGrigorianStandDismissOrAccuseTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandDismissOrAccuseTalk)) {
_animationState = 2;
_animationFrame = 0;
*animation = kModelAnimationGrigorianStandProtestTalk;
}
break;
case 7:
*animation = kModelAnimationGrigorianStandBegOrMockingTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandBegOrMockingTalk)) {
_animationState = 2;
_animationFrame = 0;
*animation = kModelAnimationGrigorianStandProtestTalk;
}
break;
default:
// Dummy placeholder, kModelAnimationZubenWalking (399) is a Zuben animation
*animation = kModelAnimationZubenWalking;
debugC(6, kDebugAnimation, "AIScriptGrigorian::UpdateAnimation() - Current _animationState (%d) is a placeholder", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptGrigorian::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
_animationState = 0;
_animationFrame = 0;
break;
case kAnimationModeWalk:
// TODO A bug? This animation state is not for walking. It is for kModelAnimationGrigorianStandAnnoyedTalk.
if (_animationState != 1) {
_animationState = 1;
_animationFrame = 0;
}
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;
default:
debugC(6, kDebugAnimation, "AIScriptGrigorian::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptGrigorian::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptGrigorian::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptGrigorian::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptGrigorian::FledCombat() {
// return false;
}
} // End of namespace BladeRunner