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

471 lines
12 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 {
AIScriptIsabella::AIScriptIsabella(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_var1 = 0;
_varNumOfTimesToHoldCurrentFrame = 0;
// _varChooseIdleAnimation can have valid values: 0,
_varChooseIdleAnimation = 0;
_var4 = 1;
}
void AIScriptIsabella::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_var1 = 0;
_varNumOfTimesToHoldCurrentFrame = 0;
_varChooseIdleAnimation = 0;
_var4 = 1;
}
bool AIScriptIsabella::Update() {
return false;
}
void AIScriptIsabella::TimerExpired(int timer) {
//return false;
}
void AIScriptIsabella::CompletedMovementTrack() {
//return false;
}
void AIScriptIsabella::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptIsabella::ClickedByPlayer() {
//return false;
}
void AIScriptIsabella::EnteredSet(int setId) {
// return false;
}
void AIScriptIsabella::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptIsabella::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptIsabella::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptIsabella::ShotAtAndMissed() {
// return false;
}
bool AIScriptIsabella::ShotAtAndHit() {
return false;
}
void AIScriptIsabella::Retired(int byActorId) {
// return false;
}
int AIScriptIsabella::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptIsabella::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return false;
}
bool AIScriptIsabella::UpdateAnimation(int *animation, int *frame) {
bool flag;
switch (_animationState) {
case 0:
if (_varChooseIdleAnimation == 1) {
*animation = kModelIsabellaPutsSpicesInSoup;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaPutsSpicesInSoup) - 1) {
_animationFrame = 0;
}
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaPutsSpicesInSoup) - 1;
}
if (_animationFrame == 0) {
_varChooseIdleAnimation = 0;
_var4 = 2 * Random_Query(0, 1) - 1;
}
} else if (_varChooseIdleAnimation == 0) {
*animation = kModelIsabellaIdle;
if (_varNumOfTimesToHoldCurrentFrame > 0) {
--_varNumOfTimesToHoldCurrentFrame;
if (_varNumOfTimesToHoldCurrentFrame == 0) {
_var4 = 2 * Random_Query(0, 1) - 1;
}
} else {
_animationFrame += _var4;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaIdle) - 1) {
_animationFrame = 0;
}
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaIdle) - 1;
}
if (_animationFrame == 1) {
if (!Random_Query(0, 1)) {
_varNumOfTimesToHoldCurrentFrame = Random_Query(4, 8);
}
}
if (_animationFrame == 11) {
if (!Random_Query(0, 1)) {
_varNumOfTimesToHoldCurrentFrame = Random_Query(4, 8);
}
}
if (_animationFrame == 16) {
if (!Random_Query(0, 1)) {
_varNumOfTimesToHoldCurrentFrame = Random_Query(4, 8);
}
}
if (_animationFrame == 0) {
if (!Random_Query(0, 2)) {
_varChooseIdleAnimation = 1;
}
}
}
}
break;
case 1:
*animation = kModelIsabellaGestureGiveOrTake;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaGestureGiveOrTake) - 1) {
flag = true;
_animationFrame = 0;
} else {
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaGestureGiveOrTake) - 1;
flag = true;
} else {
flag = false;
}
}
if (flag) {
*animation = kModelIsabellaIdle;
_animationState = 0;
}
break;
case 2:
*animation = kModelIsabellaCalmTalk;
if (_animationFrame < 2 && _var1) {
_animationFrame = 0;
_animationState = 0;
} else {
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaCalmTalk) - 1) {
_animationFrame = 0;
} else {
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaCalmTalk) - 1;
}
}
if (_animationFrame == 0) {
_animationState = Random_Query(2, 3);
}
}
break;
case 3:
*animation = kModelIsabellaSuggestTalk;
if (_animationFrame < 2 && _var1) {
_animationFrame = 0;
_animationState = 0;
} else {
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaSuggestTalk) - 1) {
_animationFrame = 0;
} else {
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaSuggestTalk) - 1;
}
}
if (_animationFrame == 0) {
*animation = kModelIsabellaCalmTalk;
_animationState = 2;
}
}
break;
case 4:
*animation = kModelIsabellaProtestTalk;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaProtestTalk) - 1) {
flag = true;
_animationFrame = 0;
} else {
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaProtestTalk) - 1;
flag = true;
} else {
flag = false;
}
}
if (flag) {
*animation = kModelIsabellaCalmTalk;
_animationState = 2;
}
break;
case 5:
*animation = kModelIsabellaMoreCalmTalk;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaMoreCalmTalk) - 1) {
flag = true;
_animationFrame = 0;
} else {
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaMoreCalmTalk) - 1;
flag = true;
} else {
flag = false;
}
}
if (flag) {
*animation = kModelIsabellaCalmTalk;
_animationState = 2;
}
break;
case 6:
*animation = kModelIsabellaLaughTalk;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaLaughTalk) - 1) {
flag = true;
_animationFrame = 0;
} else {
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaLaughTalk) - 1;
flag = true;
} else {
flag = false;
}
}
if (flag) {
*animation = kModelIsabellaCalmTalk;
_animationState = 2;
}
break;
case 7:
*animation = kModelIsabellaLaughTalk;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaLaughTalk) - 1) {
flag = true;
_animationFrame = 0;
} else {
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaLaughTalk) - 1;
flag = true;
} else {
flag = false;
}
}
if (flag) {
*animation = kModelIsabellaCalmTalk;
_animationState = 2;
}
break;
case 8:
*animation = kModelIsabellaMoreCalmTalk;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelIsabellaMoreCalmTalk) - 1) {
flag = true;
_animationFrame = 0;
} else {
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelIsabellaMoreCalmTalk) - 1;
flag = true;
} else {
flag = false;
}
}
if (flag) {
*animation = kModelIsabellaCalmTalk;
_animationState = 2;
}
break;
case 9:
if (_varChooseIdleAnimation == 0) {
*animation = kModelIsabellaIdle;
}
if (_varChooseIdleAnimation == 1) {
*animation = kModelIsabellaPutsSpicesInSoup;
}
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame += 2;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
*animation = _animationNext;
_animationState = _animationStateNext;
}
} else {
_animationFrame -= 2;
if (_animationFrame <= 0) {
_animationFrame = 0;
*animation = _animationNext;
_animationState = _animationStateNext;
}
}
break;
default:
debugC(6, kDebugAnimation, "AIScriptIsabella::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
break;
}
int frames = Slice_Animation_Query_Number_Of_Frames(*animation);
if (frames != -1)
_animationFrame %= frames;
else
_animationFrame = 0;
*frame = _animationFrame;
return true;
}
bool AIScriptIsabella::ChangeAnimationMode(int mode) {
switch (mode) {
case 0:
if (_animationState > 8) {
_animationState = 0;
_animationFrame = 0;
} else {
_var1 = 1;
}
break;
case 3:
// fall through
case 9:
if (_animationState < 2 || _animationState > 8) {
_animationState = 9;
_animationStateNext = 2;
_animationNext = kModelIsabellaCalmTalk;
_var1 = 0;
}
break;
case 10:
// fall through
case 12:
if (_animationState < 2 || _animationState > 8) {
_animationState = 9;
_animationStateNext = 3;
_animationNext = kModelIsabellaSuggestTalk;
_var1 = 0;
}
break;
case 11:
// fall through
case 14:
if (_animationState < 2 || _animationState > 8) {
_animationState = 9;
_animationStateNext = 5;
_animationNext = kModelIsabellaMoreCalmTalk;
_var1 = 0;
}
break;
case 13:
if (_animationState < 2 || _animationState > 8) {
_animationState = 9;
_animationStateNext = 4;
_animationNext = kModelIsabellaProtestTalk;
_var1 = 0;
}
break;
case 15:
if (_animationState < 2 || _animationState > 8) {
_animationState = 9;
_animationStateNext = 6;
_animationNext = kModelIsabellaLaughTalk;
_var1 = 0;
}
break;
case 16:
if (_animationState < 2 || _animationState > 8) {
_animationState = 9;
_animationStateNext = 7;
_animationNext = kModelIsabellaLaughTalk;
_var1 = 0;
}
break;
case 17:
if (_animationState < 2 || _animationState > 8) {
_animationState = 9;
_animationStateNext = 8;
_animationNext = kModelIsabellaMoreCalmTalk;
_var1 = 0;
}
break;
default:
debugC(6, kDebugAnimation, "AIScriptIsabella::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptIsabella::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptIsabella::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptIsabella::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptIsabella::FledCombat() {
// return false;
}
} // End of namespace BladeRunner