449 lines
9.3 KiB
C++
449 lines
9.3 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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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AIScriptHawkersBarkeep::AIScriptHawkersBarkeep(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_var1 = 0;
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_var2 = 0;
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_var3 = 1;
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_flag = false;
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}
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void AIScriptHawkersBarkeep::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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_var1 = 0;
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_var2 = 0;
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_var3 = 1;
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_flag = false;
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Actor_Put_In_Set(kActorHawkersBarkeep, kSetHC01_HC02_HC03_HC04);
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Actor_Set_At_XYZ(kActorHawkersBarkeep, -225.0f, 0.14f, 39.0f, 284);
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}
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bool AIScriptHawkersBarkeep::Update() {
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return false;
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}
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void AIScriptHawkersBarkeep::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptHawkersBarkeep::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptHawkersBarkeep::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptHawkersBarkeep::ClickedByPlayer() {
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//return false;
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}
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void AIScriptHawkersBarkeep::EnteredScene(int sceneId) {
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// return false;
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}
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void AIScriptHawkersBarkeep::OtherAgentEnteredThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptHawkersBarkeep::OtherAgentExitedThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptHawkersBarkeep::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptHawkersBarkeep::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptHawkersBarkeep::ShotAtAndHit() {
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return false;
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}
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void AIScriptHawkersBarkeep::Retired(int byActorId) {
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// return false;
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}
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int AIScriptHawkersBarkeep::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptHawkersBarkeep::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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if (newGoalNumber == 1) {
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_animationState = 8;
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_animationFrame = -1;
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Actor_Set_Goal_Number(kActorHawkersBarkeep, 0);
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return true;
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} else if (newGoalNumber == 2) {
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_animationState = 9;
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_animationFrame = -1;
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Actor_Set_Goal_Number(kActorHawkersBarkeep, 0);
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return true;
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}
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return false;
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}
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bool AIScriptHawkersBarkeep::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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if (_var1 == 1) {
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if (_var1 == 1) {
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*animation = 706;
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if (_animationFrame <= 3)
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_var3 = 1;
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if (_animationFrame == 11) {
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if (Random_Query(0, 2))
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_var3 = -1;
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}
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_animationFrame += _var3;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(706)) {
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*animation = 705;
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_animationFrame = 0;
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_var1 = 0;
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}
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} else {
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*animation = 707;
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if (_var2) {
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_var2--;
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if (_var2 == 0)
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_var3 = 2 * Random_Query(0, 1) - 1;
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} else {
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if (_animationFrame <= 11)
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_var3 = 1;
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if (_animationFrame == 14) {
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if (Random_Query(0, 2))
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_var3 = -1;
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}
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if (_animationFrame == 18)
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_var2 = Random_Query(5, 15);
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(707)) {
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*animation = 705;
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_animationFrame = 0;
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_var1 = 0;
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_var2 = 0;
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}
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}
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}
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} else if (_var1 == 0) {
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*animation = 705;
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if (_var2) {
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_var2--;
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if (!Random_Query(0, 6))
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_var3 = -_var3;
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} else {
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_animationFrame += _var3;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(705))
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_animationFrame = 0;
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if (_animationFrame < 0)
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(705) - 1;
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if (!Random_Query(0, 4))
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_var2 = 1;
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if (_animationFrame == 13 || _animationFrame == 5 || _animationFrame == 9)
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_var2 = Random_Query(2, 8);
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if (!Random_Query(0, 5)) {
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if (!_animationFrame || _animationFrame == 11) {
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_animationFrame = 0;
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if (Random_Query(0, 1)) {
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*animation = 706;
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_var1 = 1;
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} else {
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*animation = 707;
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_var1 = 2;
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}
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}
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}
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}
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}
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break;
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case 1:
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if (_var1 == 1) {
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if (_var1 == 1) {
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*animation = 706;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(706)) {
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_animationFrame = 0;
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_animationState = _animationStateNext;
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*animation = _animationNext;
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}
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} else {
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*animation = 707;
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_animationFrame += 2;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(707)) {
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_animationFrame = 0;
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_animationState = _animationStateNext;
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*animation = _animationNext;
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}
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}
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} else if (_var1 == 0) {
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_animationFrame = 0;
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_animationState = _animationStateNext;
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*animation = _animationNext;
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}
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break;
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case 2:
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*animation = 710;
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if (!_animationFrame && _flag) {
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_animationState = 0;
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_var1 = 0;
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} else {
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(710))
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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 = 711;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(711)) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 710;
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}
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break;
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case 4:
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*animation = 712;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(712)) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 710;
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}
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break;
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case 5:
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*animation = 713;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(713)) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 710;
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}
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break;
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case 6:
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*animation = 714;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(714)) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 710;
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}
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break;
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case 7:
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*animation = 715;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(715)) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 710;
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}
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break;
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case 8:
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*animation = 708;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(708)) {
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*animation = 705;
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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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case 9:
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*animation = 709;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(709)) {
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*animation = 705;
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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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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 AIScriptHawkersBarkeep::ChangeAnimationMode(int mode) {
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switch (mode) {
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case 0:
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if (_animationState >= 2 && _animationState <= 7) {
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_flag = 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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if (_animationState) {
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_animationState = 2;
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_animationFrame = 0;
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} else {
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_animationState = 1;
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_animationStateNext = 2;
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_animationNext = 710;
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}
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_flag = false;
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break;
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case 12:
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if (_animationState) {
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_animationState = 2;
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_animationFrame = 0;
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} else {
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_animationState = 1;
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_animationStateNext = 3;
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_animationNext = 711;
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}
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_flag = false;
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break;
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case 13:
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if (_animationState) {
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_animationState = 2;
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_animationFrame = 0;
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} else {
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_animationState = 1;
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_animationStateNext = 4;
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_animationNext = 712;
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}
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_flag = false;
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break;
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case 14:
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if (_animationState) {
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_animationState = 2;
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_animationFrame = 0;
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} else {
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_animationState = 1;
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_animationStateNext = 5;
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_animationNext = 713;
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}
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_flag = false;
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break;
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case 15:
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if (_animationState) {
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_animationState = 2;
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_animationFrame = 0;
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} else {
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_animationState = 1;
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_animationStateNext = 6;
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_animationNext = 714;
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}
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_flag = false;
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break;
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case 16:
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if (_animationState) {
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_animationState = 2;
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_animationFrame = 0;
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} else {
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_animationState = 1;
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_animationStateNext = 7;
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_animationNext = 715;
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}
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_flag = false;
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break;
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default:
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break;
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}
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return true;
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}
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void AIScriptHawkersBarkeep::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 AIScriptHawkersBarkeep::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 AIScriptHawkersBarkeep::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptHawkersBarkeep::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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