mirror of
https://github.com/scummvm/scummvm.git
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367 lines
9.9 KiB
C++
367 lines
9.9 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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AIScriptInsectDealer::AIScriptInsectDealer(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_resumeIdleAfterFramesetCompletesFlag = false;
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_state = 0;
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_frameDelta = 0;
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_var2 = 0; // is set on some occasions but is never checked. Unused.
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_counter = 0;
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}
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void AIScriptInsectDealer::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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_state = 0;
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_frameDelta = 1;
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_var2 = 6;
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_counter = 0;
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Actor_Put_In_Set(kActorInsectDealer, kSetAR01_AR02);
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Actor_Set_At_XYZ(kActorInsectDealer, -414.0f, 0.0f, -1199.0f, 371);
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Actor_Set_Goal_Number(kActorInsectDealer, 0);
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}
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bool AIScriptInsectDealer::Update() {
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if (Global_Variable_Query(kVariableChapter) == 5
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&& Actor_Query_Goal_Number(kActorInsectDealer) < 400
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)
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Actor_Set_Goal_Number(kActorInsectDealer, 400);
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return false;
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}
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void AIScriptInsectDealer::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptInsectDealer::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptInsectDealer::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptInsectDealer::ClickedByPlayer() {
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//return false;
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}
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void AIScriptInsectDealer::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptInsectDealer::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptInsectDealer::OtherAgentExitedThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptInsectDealer::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptInsectDealer::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptInsectDealer::ShotAtAndHit() {
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return false;
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}
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void AIScriptInsectDealer::Retired(int byActorId) {
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// return false;
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}
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int AIScriptInsectDealer::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptInsectDealer::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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if (newGoalNumber == 400) {
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Actor_Put_In_Set(kActorInsectDealer, kSetFreeSlotH);
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Actor_Set_At_Waypoint(kActorInsectDealer, 40, 0);
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if (!Game_Flag_Query(kFlagAR02DektoraBoughtScorpions)) {
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// TODO A bug? Does it not matter if Dektora is retired at this point?
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// Probably a safe inconsistency to allow (setting the flag), since in Act 5 (when Insect Dealer's goal becomes 400)
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// it no longer matters if Dektora purchased the scorpions or not.
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// But it still may confuse debugging and tracing of what actually happened looking at a save game.
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Game_Flag_Set(kFlagAR02DektoraBoughtScorpions);
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#if BLADERUNNER_ORIGINAL_BUGS
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Item_Remove_From_World(kItemScorpions);
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#else
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if (Game_Flag_Query(kFlagScorpionsInAR02)) {
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Game_Flag_Reset(kFlagScorpionsInAR02);
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Item_Remove_From_World(kItemScorpions);
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}
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#endif
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}
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}
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return false;
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}
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bool AIScriptInsectDealer::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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switch (_state) {
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case 0:
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*animation = kModelAnimationInsectDealerSittingIdle;
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if (_counter > 0) {
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--_counter;
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if (Random_Query(0, 6) == 0) {
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_frameDelta = -_frameDelta;
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}
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} else {
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_animationFrame += _frameDelta;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
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_animationFrame = 0;
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if (Random_Query(0, 2) == 0) {
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_state = 2 * Random_Query(0, 1);
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}
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}
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if (_animationFrame < 0) {
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
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}
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_counter = Random_Query(0, 1);
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if (_animationFrame == 0) {
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_state = Random_Query(0, 1);
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}
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}
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break;
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case 1:
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*animation = kModelAnimationInsectDealerSittingScratchEarIdle;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationInsectDealerSittingScratchEarIdle)) {
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*animation = kModelAnimationInsectDealerSittingIdle;
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_animationFrame = 0;
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_state = 0;
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_var2 = Random_Query(6, 14);
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_frameDelta = 2 * Random_Query(0, 1) - 1;
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}
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break;
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case 2:
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// TODO: test... actor will be stuck
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break;
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}
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break;
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case 1:
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if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
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*animation = kModelAnimationInsectDealerSittingIdle;
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_animationState = 0;
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} else {
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*animation = kModelAnimationInsectDealerSittingCalmTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationInsectDealerSittingCalmTalk)) {
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_animationFrame = 0;
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_animationState = 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 = kModelAnimationInsectDealerSittingExplainTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationInsectDealerSittingExplainTalk)) {
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*animation = kModelAnimationInsectDealerSittingCalmTalk;
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_animationFrame = 0;
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_animationState = 1;
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}
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break;
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case 3:
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*animation = kModelAnimationInsectDealerSittingPointingTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationInsectDealerSittingPointingTalk)) {
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*animation = kModelAnimationInsectDealerSittingCalmTalk;
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_animationFrame = 0;
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_animationState = 1;
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}
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break;
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case 4:
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*animation = kModelAnimationInsectDealerSittingHeadMoveTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationInsectDealerSittingHeadMoveTalk)) {
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*animation = kModelAnimationInsectDealerSittingCalmTalk;
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_animationFrame = 0;
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_animationState = 1;
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}
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break;
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case 5:
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*animation = kModelAnimationInsectDealerSittingSuggestTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationInsectDealerSittingSuggestTalk)) {
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*animation = kModelAnimationInsectDealerSittingCalmTalk;
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_animationFrame = 0;
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_animationState = 1;
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}
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break;
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case 6:
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*animation = kModelAnimationInsectDealerSittingGossipTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationInsectDealerSittingGossipTalk)) {
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*animation = kModelAnimationInsectDealerSittingCalmTalk;
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_animationFrame = 0;
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_animationState = 1;
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}
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break;
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case 7:
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*animation = kModelAnimationInsectDealerSittingDescriptiveTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationInsectDealerSittingDescriptiveTalk)) {
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*animation = kModelAnimationInsectDealerSittingCalmTalk;
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_animationFrame = 0;
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_animationState = 1;
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}
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break;
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case 8:
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*animation = kModelAnimationInsectDealerSittingGestureGive;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationInsectDealerSittingGestureGive)) {
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*animation = kModelAnimationInsectDealerSittingIdle;
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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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default:
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debugC(6, kDebugAnimation, "AIScriptInsectDealer::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 AIScriptInsectDealer::ChangeAnimationMode(int mode) {
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switch (mode) {
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case 0:
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if (_animationState > 0 && _animationState <= 7) {
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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 3:
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// fall through
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case 18:
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// fall through
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case 19:
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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 12:
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_animationState = 2;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 13:
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_animationState = 3;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 14:
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_animationState = 4;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 15:
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_animationState = 5;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 16:
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_animationState = 6;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 17:
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_animationState = 7;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 23:
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_animationState = 8;
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_animationFrame = 0;
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptInsectDealer::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 AIScriptInsectDealer::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 AIScriptInsectDealer::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 AIScriptInsectDealer::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptInsectDealer::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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