mirror of
https://github.com/scummvm/scummvm.git
synced 2025-04-02 10:52:32 -04:00
394 lines
11 KiB
C++
394 lines
11 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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AIScriptPhotographer::AIScriptPhotographer(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_varNumOfTimesToHoldCurrentFrame = 0;
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_var2 = 0; // is always set to 0, never checked, unused
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_resumeIdleAfterFramesetCompletesFlag = false;
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}
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void AIScriptPhotographer::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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_varNumOfTimesToHoldCurrentFrame = 0;
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_var2 = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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}
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bool AIScriptPhotographer::Update() {
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if ( Game_Flag_Query(kFlagTB02ElevatorToTB05)
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&& !Game_Flag_Query(kFlagTB06Photographer)
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) {
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Actor_Put_In_Set(kActorPhotographer, kSetFreeSlotC);
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Actor_Set_At_Waypoint(kActorPhotographer, 35, 0);
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Game_Flag_Set(kFlagTB06Photographer);
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Actor_Set_Goal_Number(kActorPhotographer, 100);
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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 AIScriptPhotographer::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptPhotographer::CompletedMovementTrack() {
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switch (Actor_Query_Goal_Number(kActorPhotographer)) {
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case 100:
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Actor_Set_Goal_Number(kActorPhotographer, 101);
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break;
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case 101:
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Actor_Set_Goal_Number(kActorPhotographer, 102);
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break;
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case 102:
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Actor_Set_Goal_Number(kActorPhotographer, 101);
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break;
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default:
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return; //false;
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}
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return; //true;
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}
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void AIScriptPhotographer::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptPhotographer::ClickedByPlayer() {
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if ( Actor_Clue_Query(kActorMcCoy, kClueDragonflyEarring)
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&& !Actor_Clue_Query(kActorMcCoy, kClueVictimInformation)
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&& !Game_Flag_Query(kFlagTB06PhotographTalk1)
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) {
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AI_Movement_Track_Pause(kActorPhotographer);
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Actor_Face_Actor(kActorMcCoy, kActorPhotographer, true);
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Actor_Says(kActorMcCoy, 5300, 14);
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Actor_Face_Actor(kActorPhotographer, kActorMcCoy, true);
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Actor_Says(kActorPhotographer, 20, kAnimationModeTalk);
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Actor_Says(kActorMcCoy, 5305, 15);
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Game_Flag_Set(kFlagTB06PhotographTalk1);
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AI_Movement_Track_Unpause(kActorPhotographer);
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} else {
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AI_Movement_Track_Pause(kActorPhotographer);
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Actor_Face_Actor(kActorMcCoy, kActorPhotographer, true);
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Actor_Face_Actor(kActorPhotographer, kActorMcCoy, true);
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if (_vm->_cutContent && Random_Query(1, 10) < 3) {
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Actor_Says(kActorMcCoy, 8516, 14); // Any idea if they were real dogs? (gets no answer)
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Actor_Says(kActorPhotographer, 60, kAnimationModeTalk);
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} else {
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Actor_Says(kActorMcCoy, 5310, 11);
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Actor_Says(kActorPhotographer, 40, kAnimationModeTalk);
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}
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AI_Movement_Track_Unpause(kActorPhotographer);
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}
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}
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void AIScriptPhotographer::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptPhotographer::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptPhotographer::OtherAgentExitedThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptPhotographer::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptPhotographer::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptPhotographer::ShotAtAndHit() {
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return false;
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}
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void AIScriptPhotographer::Retired(int byActorId) {
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// return false;
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}
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int AIScriptPhotographer::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptPhotographer::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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switch (newGoalNumber) {
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case 100:
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AI_Movement_Track_Flush(kActorPhotographer);
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AI_Movement_Track_Append(kActorPhotographer, 35, 0);
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AI_Movement_Track_Repeat(kActorPhotographer);
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return true;
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case 101:
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AI_Movement_Track_Flush(kActorPhotographer);
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switch (Random_Query(1, 3)) {
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case 1:
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AI_Movement_Track_Append(kActorPhotographer, 280, 4);
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break;
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case 2:
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AI_Movement_Track_Append(kActorPhotographer, 279, 8);
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break;
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case 3:
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AI_Movement_Track_Append(kActorPhotographer, 280, 3);
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break;
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}
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AI_Movement_Track_Repeat(kActorPhotographer);
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return false;
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case 102:
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AI_Movement_Track_Flush(kActorPhotographer);
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AI_Movement_Track_Append(kActorPhotographer, 279, 5);
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AI_Movement_Track_Repeat(kActorPhotographer);
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return true;
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case 199:
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Actor_Put_In_Set(kActorPhotographer, kSetFreeSlotC);
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Actor_Set_At_Waypoint(kActorPhotographer, 35, 0);
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Actor_Put_In_Set(kActorMarcus, kSetFreeSlotI);
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Actor_Set_At_Waypoint(kActorMarcus, 41, 0);
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if (Game_Flag_Query(kFlagTB06Visited)) {
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Item_Remove_From_World(kItemDeadDogA);
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Item_Remove_From_World(kItemDeadDogB);
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Item_Remove_From_World(kItemDeadDogC);
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}
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if (!Actor_Clue_Query(kActorMcCoy, kClueDogCollar1)) {
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Actor_Clue_Acquire(kActorSteele, kClueDogCollar1, true, -1);
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if (Game_Flag_Query(kFlagTB06Visited)) {
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Item_Remove_From_World(kItemDogCollar);
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}
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Global_Variable_Increment(kVariableMcCoyEvidenceMissed, 1);
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}
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return true;
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default:
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return true;
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}
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}
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bool AIScriptPhotographer::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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*animation = kModelAnimationPhotographerIdle;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationPhotographerIdle)) {
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_animationFrame = 0;
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}
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break;
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case 1:
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*animation = kModelAnimationPhotographerWalking;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationPhotographerWalking)) {
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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 = kModelAnimationPhotographerCalmTalk;
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if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
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*animation = kModelAnimationPhotographerIdle;
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_animationState = 0;
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_var2 = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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} else {
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationPhotographerCalmTalk)) {
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_animationFrame = 0;
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}
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}
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break;
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case 3:
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#if BLADERUNNER_ORIGINAL_BUGS
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// TODO A bug? This is identical to case 4 for animation 749, but 748 talk animation is left unused
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*animation = kModelAnimationPhotographerExplainTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationPhotographerExplainTalk)) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = kModelAnimationPhotographerCalmTalk;
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}
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#else
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*animation = kModelAnimationPhotographerMoreHeadMoveTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationPhotographerMoreHeadMoveTalk)) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = kModelAnimationPhotographerCalmTalk;
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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break;
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case 4:
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*animation = kModelAnimationPhotographerExplainTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationPhotographerExplainTalk)) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = kModelAnimationPhotographerCalmTalk;
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}
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break;
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case 5:
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*animation = kModelAnimationPhotographerSuggestTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationPhotographerSuggestTalk)) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = kModelAnimationPhotographerCalmTalk;
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}
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break;
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case 6:
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*animation = kModelAnimationPhotographerTakingAPhoto;
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if (_animationFrame == 11) {
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Ambient_Sounds_Play_Sound(kSfxCAMCOP1, 80, -20, -20, 20);
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}
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if (_varNumOfTimesToHoldCurrentFrame) {
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--_varNumOfTimesToHoldCurrentFrame;
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} else {
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++_animationFrame;
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if (_animationFrame == 10) {
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_varNumOfTimesToHoldCurrentFrame = 5;
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}
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationPhotographerTakingAPhoto)) {
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*animation = kModelAnimationPhotographerIdle;
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_animationState = 0;
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_animationFrame = 0;
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Actor_Change_Animation_Mode(kActorPhotographer, kAnimationModeIdle);
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}
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}
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptPhotographer::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 AIScriptPhotographer::ChangeAnimationMode(int mode) {
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switch (mode) {
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case kAnimationModeIdle:
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if (_animationState < 2 || _animationState > 5) {
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_animationState = 0;
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_var2 = 0;
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_animationFrame = 0;
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} else {
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_resumeIdleAfterFramesetCompletesFlag = true;
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}
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break;
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case kAnimationModeWalk:
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_animationState = 1;
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_var2 = 0;
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_animationFrame = 0;
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break;
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case kAnimationModeTalk:
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_animationState = 2;
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_var2 = 0;
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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 = 3;
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_var2 = 0;
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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 = 4;
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_var2 = 0;
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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 = 5;
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_var2 = 0;
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_animationFrame = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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break;
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case 43:
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_animationState = 6;
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_animationFrame = 0;
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptPhotographer::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 AIScriptPhotographer::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 AIScriptPhotographer::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 AIScriptPhotographer::ReachedMovementTrackWaypoint(int waypointId) {
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if (waypointId == 276
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|| waypointId == 278
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|| waypointId == 280
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) {
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ChangeAnimationMode(43);
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}
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return true;
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}
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void AIScriptPhotographer::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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