387 lines
10 KiB
C++
387 lines
10 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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AIScriptHowieLee::AIScriptHowieLee(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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var_45DFB8 = 0;
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}
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void AIScriptHowieLee::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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var_45DFB8 = false;
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Actor_Put_In_Set(kActorHowieLee, kSetCT01_CT12);
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Actor_Set_At_Waypoint(kActorHowieLee, 67, 605);
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Actor_Set_Goal_Number(kActorHowieLee, 0);
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}
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bool AIScriptHowieLee::Update() {
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if (Actor_Query_Goal_Number(kActorHowieLee) < 100 && Global_Variable_Query(kVariableChapter) == 2) {
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Actor_Set_Goal_Number(kActorHowieLee, 100);
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}
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if (Global_Variable_Query(kVariableChapter) > 1) {
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return true;
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}
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if (Actor_Query_Goal_Number(kActorHowieLee) == 0) {
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Actor_Set_Goal_Number(kActorHowieLee, 1);
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}
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if (Game_Flag_Query(176) && !Actor_Query_In_Set(kActorHowieLee, kSetCT01_CT12)) {
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AI_Movement_Track_Flush(kActorHowieLee);
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AI_Movement_Track_Append(kActorHowieLee, 67, 0);
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Actor_Set_Goal_Number(kActorHowieLee, 0);
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}
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if (Actor_Query_Goal_Number(kActorHowieLee) == 1 && Game_Flag_Query(kFlagBoughtHowieLeeFood) && !Game_Flag_Query(176)) {
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Actor_Set_Goal_Number(kActorHowieLee, 4);
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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 AIScriptHowieLee::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptHowieLee::CompletedMovementTrack() {
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if (Actor_Query_Goal_Number(kActorHowieLee) == 1) {
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Actor_Set_Goal_Number(kActorHowieLee, 2);
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// return true;
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} else if (Actor_Query_Goal_Number(kActorHowieLee) == 2) {
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Actor_Set_Goal_Number(kActorHowieLee, 3);
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// return true;
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} else if (Actor_Query_Goal_Number(kActorHowieLee) == 3) {
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Actor_Set_Goal_Number(kActorHowieLee, 0);
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// return true;
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} else if (Actor_Query_Goal_Number(kActorHowieLee) == 3) {
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// Bug/intentional in original game
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Actor_Set_Goal_Number(kActorHowieLee, 4);
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// return true;
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} else if (Actor_Query_Goal_Number(kActorHowieLee) == 4) {
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Actor_Set_Goal_Number(kActorHowieLee, 5);
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// return true;
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} else if (Actor_Query_Goal_Number(kActorHowieLee) == 5) {
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Actor_Set_Goal_Number(kActorHowieLee, 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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void AIScriptHowieLee::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptHowieLee::ClickedByPlayer() {
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//return false;
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}
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void AIScriptHowieLee::EnteredScene(int sceneId) {
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if (Actor_Query_Goal_Number(kActorHowieLee) == 4 && Actor_Query_In_Set(kActorHowieLee, kSetCT03_CT04)) {
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if (Game_Flag_Query(169) && !Game_Flag_Query(170) && !Game_Flag_Query(171)) {
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Game_Flag_Set(171);
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// return false;
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}
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if (!Game_Flag_Query(169) && Game_Flag_Query(170) && !Game_Flag_Query(171) && Random_Query(1, 10) == 1) {
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Game_Flag_Set(171);
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// return true;
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}
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// return false;
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}
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}
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void AIScriptHowieLee::OtherAgentEnteredThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptHowieLee::OtherAgentExitedThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptHowieLee::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptHowieLee::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptHowieLee::ShotAtAndHit() {
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return false;
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}
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void AIScriptHowieLee::Retired(int byActorId) {
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// return false;
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}
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int AIScriptHowieLee::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptHowieLee::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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switch (newGoalNumber) {
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case 1:
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AI_Movement_Track_Flush(kActorHowieLee);
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if (Random_Query(1, 2) == 1) {
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AI_Movement_Track_Append_With_Facing(kActorHowieLee, 67, Random_Query(3, 10), 720);
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} else {
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AI_Movement_Track_Append_With_Facing(kActorHowieLee, 69, Random_Query(3, 10), 640);
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}
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AI_Movement_Track_Repeat(kActorHowieLee);
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return true;
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case 2:
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AI_Movement_Track_Flush(kActorHowieLee);
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if (Random_Query(1, 2) == 1) {
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AI_Movement_Track_Append_With_Facing(kActorHowieLee, 68, Random_Query(3, 10), 641);
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} else {
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AI_Movement_Track_Append_With_Facing(kActorHowieLee, 67, Random_Query(3, 10), 720);
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}
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AI_Movement_Track_Repeat(kActorHowieLee);
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return true;
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case 3:
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AI_Movement_Track_Flush(kActorHowieLee);
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if (Random_Query(1, 2) == 1) {
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AI_Movement_Track_Append_With_Facing(kActorHowieLee, 69, Random_Query(3, 10), 640);
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} else {
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AI_Movement_Track_Append_With_Facing(kActorHowieLee, 68, Random_Query(3, 10), 641);
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}
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AI_Movement_Track_Repeat(kActorHowieLee);
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return true;
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case 4:
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AI_Movement_Track_Flush(kActorHowieLee);
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AI_Movement_Track_Append(kActorHowieLee, 66, 30);
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AI_Movement_Track_Repeat(kActorHowieLee);
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return true;
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case 5:
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AI_Movement_Track_Flush(kActorHowieLee);
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AI_Movement_Track_Append(kActorHowieLee, 40, 60);
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AI_Movement_Track_Repeat(kActorHowieLee);
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return true;
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case 6:
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AI_Movement_Track_Flush(kActorHowieLee);
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AI_Movement_Track_Append(kActorHowieLee, 67, 90);
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AI_Movement_Track_Repeat(kActorHowieLee);
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return true;
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case 50:
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AI_Movement_Track_Flush(kActorHowieLee);
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return false;
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case 100:
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AI_Movement_Track_Flush(kActorHowieLee);
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Actor_Put_In_Set(kActorHowieLee, kSetFreeSlotC);
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Actor_Set_At_Waypoint(kActorHowieLee, 35, 0);
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return false;
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}
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return false;
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}
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bool AIScriptHowieLee::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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_animationFrame++;
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if (var_45DFB8) {
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*animation = 673;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(673)) {
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_animationFrame = 0;
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if (Random_Query(0, 2) > 0) {
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var_45DFB8 ^= 1;
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}
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}
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} else {
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*animation = 671;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(671)) {
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_animationFrame = 0;
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if (Random_Query(0, 1) > 0) {
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var_45DFB8 ^= 1;
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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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*animation = 674;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(674)) {
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_animationFrame = 0;
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if (_animationState < 3 || _animationState > 8) {
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_animationState = 0;
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_animationFrame = 0;
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var_45DFB8 = Random_Query(0, 1);
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} else {
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Game_Flag_Set(239);
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}
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*animation = 673;
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}
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break;
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case 2:
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*animation = 672;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(672)) {
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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 (Game_Flag_Query(239)) {
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Game_Flag_Reset(239);
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_animationState = 0;
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_animationFrame = 0;
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var_45DFB8 = Random_Query(0, 1);
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*animation = 671;
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} else {
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(676)) {
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_animationFrame = 0;
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}
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*animation = 676;
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}
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break;
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case 4:
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*animation = 677;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(677)) {
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_animationState = 3;
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_animationFrame = 0;
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*animation = 676;
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}
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break;
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case 5:
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*animation = 678;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(678)) {
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_animationState = 3;
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_animationFrame = 0;
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*animation = 676;
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}
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break;
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case 6:
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*animation = 679;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(679)) {
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_animationState = 3;
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_animationFrame = 0;
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*animation = 676;
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}
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break;
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case 7:
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*animation = 680;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(680)) {
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_animationState = 3;
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_animationFrame = 0;
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*animation = 676;
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}
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break;
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case 8:
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*animation = 681;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(681)) {
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_animationState = 3;
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_animationFrame = 0;
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*animation = 676;
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}
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break;
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default:
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*animation = 399;
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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 AIScriptHowieLee::ChangeAnimationMode(int mode) {
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switch (mode) {
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case kAnimationModeIdle:
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if (_animationState < 3 || _animationState > 8) {
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_animationState = 0;
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_animationFrame = 0;
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var_45DFB8 = Random_Query(0, 1);
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} else {
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Game_Flag_Set(239);
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}
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break;
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case kAnimationModeWalk:
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if (_animationState != 2) {
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_animationState = 2;
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_animationFrame = 0;
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}
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break;
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case kAnimationModeTalk:
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_animationState = 3;
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_animationFrame = 0;
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break;
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case 12:
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_animationState = 4;
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_animationFrame = 0;
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break;
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case 13:
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_animationState = 5;
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_animationFrame = 0;
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break;
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case 14:
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_animationState = 6;
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_animationFrame = 0;
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break;
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case 15:
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_animationState = 7;
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_animationFrame = 0;
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break;
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case 16:
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_animationState = 8;
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_animationFrame = 0;
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break;
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case 43:
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_animationState = 1;
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_animationFrame = 0;
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break;
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}
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return true;
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}
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void AIScriptHowieLee::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 AIScriptHowieLee::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 AIScriptHowieLee::ReachedMovementTrackWaypoint(int waypointId) {
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if (waypointId == 67 && Random_Query(1, 2) == 2) {
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Actor_Face_Heading(kActorHowieLee, 850, 0);
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_animationFrame = 0;
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_animationState = 1;
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}
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return true;
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}
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void AIScriptHowieLee::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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