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

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