mirror of
https://github.com/scummvm/scummvm.git
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305 lines
8.6 KiB
C++
305 lines
8.6 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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AIScriptGrigorian::AIScriptGrigorian(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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// _varChooseIdleAnimation can have valid values: 0, 1, 2
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_varChooseIdleAnimation = 0;
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_varNumOfTimesToHoldCurrentFrame = 0;
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}
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void AIScriptGrigorian::Initialize() {
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_varChooseIdleAnimation = 0;
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_varNumOfTimesToHoldCurrentFrame = 0;
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_animationStateNext = 0;
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_animationFrame = 0;
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_animationState = 0;
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}
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bool AIScriptGrigorian::Update() {
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if ( Actor_Query_Friendliness_To_Other(kActorGrigorian, kActorMcCoy) < 30
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&& !Game_Flag_Query(kFlagGrigorianDislikeMcCoy)
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) {
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Game_Flag_Set(kFlagGrigorianDislikeMcCoy);
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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 AIScriptGrigorian::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptGrigorian::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptGrigorian::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptGrigorian::ClickedByPlayer() {
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//return false;
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}
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void AIScriptGrigorian::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptGrigorian::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptGrigorian::OtherAgentExitedThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptGrigorian::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptGrigorian::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptGrigorian::ShotAtAndHit() {
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return false;
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}
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void AIScriptGrigorian::Retired(int byActorId) {
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// return false;
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}
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int AIScriptGrigorian::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptGrigorian::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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return false;
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}
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bool AIScriptGrigorian::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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if (_varChooseIdleAnimation == 0) {
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*animation = kModelAnimationGrigorianStandIdle;
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if (_varNumOfTimesToHoldCurrentFrame > 0) {
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--_varNumOfTimesToHoldCurrentFrame;
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} else {
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++_animationFrame;
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if (_animationFrame == 5 || _animationFrame == 13) {
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_varNumOfTimesToHoldCurrentFrame = Random_Query(2, 4);
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}
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandIdle)) {
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_animationFrame = 0;
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_varChooseIdleAnimation = Random_Query(0, 2);
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}
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}
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} else if (_varChooseIdleAnimation == 1) {
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*animation = kModelAnimationGrigorianStandAnnoyedTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandAnnoyedTalk)) {
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*animation = kModelAnimationGrigorianStandIdle;
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_animationFrame = 0;
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_varChooseIdleAnimation = 0;
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}
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} else if (_varChooseIdleAnimation == 2) {
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*animation = kModelAnimationGrigorianStandArmsCrossedTalk;
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if (_varNumOfTimesToHoldCurrentFrame > 0) {
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--_varNumOfTimesToHoldCurrentFrame;
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} else {
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++_animationFrame;
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if (_animationFrame >= 8 && _animationFrame <= 10) {
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_varNumOfTimesToHoldCurrentFrame = Random_Query(2, 4);
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}
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#if BLADERUNNER_ORIGINAL_BUGS
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandIdle)) {
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*animation = kModelAnimationGrigorianStandIdle;
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_animationFrame = 0;
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_varChooseIdleAnimation = 0;
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}
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#else
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// bugfix set proper current animation here to get frameset number of frames
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// (could also use *animation)
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandArmsCrossedTalk)) {
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*animation = kModelAnimationGrigorianStandIdle;
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_animationFrame = 0;
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_varChooseIdleAnimation = 0;
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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}
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break;
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case 1:
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*animation = kModelAnimationGrigorianStandAnnoyedTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandAnnoyedTalk)) {
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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 = kModelAnimationGrigorianStandProtestTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandProtestTalk)) {
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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 = kModelAnimationGrigorianStandProtestMoreTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandProtestMoreTalk)) {
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_animationState = 2;
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_animationFrame = 0;
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*animation = kModelAnimationGrigorianStandProtestTalk;
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}
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break;
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case 4:
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*animation = kModelAnimationGrigorianStandProtestEvenMoreTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandProtestEvenMoreTalk)) {
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_animationState = 2;
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_animationFrame = 0;
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*animation = kModelAnimationGrigorianStandProtestTalk;
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}
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break;
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case 5:
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*animation = kModelAnimationGrigorianStandInsistentTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandInsistentTalk)) {
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_animationState = 2;
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_animationFrame = 0;
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*animation = kModelAnimationGrigorianStandProtestTalk;
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}
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break;
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case 6:
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*animation = kModelAnimationGrigorianStandDismissOrAccuseTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandDismissOrAccuseTalk)) {
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_animationState = 2;
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_animationFrame = 0;
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*animation = kModelAnimationGrigorianStandProtestTalk;
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}
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break;
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case 7:
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*animation = kModelAnimationGrigorianStandBegOrMockingTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationGrigorianStandBegOrMockingTalk)) {
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_animationState = 2;
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_animationFrame = 0;
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*animation = kModelAnimationGrigorianStandProtestTalk;
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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, "AIScriptGrigorian::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 AIScriptGrigorian::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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// TODO A bug? This animation state is not for walking. It is for kModelAnimationGrigorianStandAnnoyedTalk.
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if (_animationState != 1) {
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_animationState = 1;
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_animationFrame = 0;
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}
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break;
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case kAnimationModeTalk:
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_animationState = 2;
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_animationFrame = 0;
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break;
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case 12:
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_animationState = 3;
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_animationFrame = 0;
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break;
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case 13:
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_animationState = 4;
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_animationFrame = 0;
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break;
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case 14:
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_animationState = 5;
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_animationFrame = 0;
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break;
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case 15:
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_animationState = 6;
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_animationFrame = 0;
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break;
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case 16:
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_animationState = 7;
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_animationFrame = 0;
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptGrigorian::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 AIScriptGrigorian::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 AIScriptGrigorian::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 AIScriptGrigorian::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptGrigorian::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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