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author | Eugene Sandulenko | 2018-03-09 22:49:21 +0100 |
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committer | Eugene Sandulenko | 2018-03-09 22:49:43 +0100 |
commit | 3286d4f90064cd6fef8becfc669acd872dac1f0c (patch) | |
tree | 0b0933f6824b6ada30ba2e42b8612e60a0f8e23c /engines/bladerunner/script/ai | |
parent | 58040847b9c1ae313b389e616e993bd8c76f3292 (diff) | |
download | scummvm-rg350-3286d4f90064cd6fef8becfc669acd872dac1f0c.tar.gz scummvm-rg350-3286d4f90064cd6fef8becfc669acd872dac1f0c.tar.bz2 scummvm-rg350-3286d4f90064cd6fef8becfc669acd872dac1f0c.zip |
BLADERUNNER: Added DeskClerk actor
Diffstat (limited to 'engines/bladerunner/script/ai')
-rw-r--r-- | engines/bladerunner/script/ai/desk_clerk.cpp | 419 |
1 files changed, 419 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ai/desk_clerk.cpp b/engines/bladerunner/script/ai/desk_clerk.cpp new file mode 100644 index 0000000000..9a14508053 --- /dev/null +++ b/engines/bladerunner/script/ai/desk_clerk.cpp @@ -0,0 +1,419 @@ +/* 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 2 + * 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, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#include "bladerunner/script/ai_script.h" + +namespace BladeRunner { + +AIScriptDeskClerk::AIScriptDeskClerk(BladeRunnerEngine *vm) : AIScriptBase(vm) { + _var1 = 0; + _var2 = 0; + _var3 = 75; +} + +void AIScriptDeskClerk::Initialize() { + _animationFrame = 0; + _animationState = 0; + _animationStateNext = 0; + _animationNext = 0; + + _var1 = 0; + _var2 = 0; + _var3 = 75; + Actor_Set_Goal_Number(kActorDeskClerk, 0); +} + +bool AIScriptDeskClerk::Update() { + if (Actor_Query_Goal_Number(kActorDeskClerk) == 1 + && Player_Query_Current_Set() != kSetCT01_CT12 + && Player_Query_Current_Set() != kSetCT03_CT04 + && Player_Query_Current_Set() != kSetCT08_CT51_UG12 + && Player_Query_Current_Set() != kSetCT02 + && Player_Query_Current_Set() != kSetCT05 + && Player_Query_Current_Set() != kSetCT06 + && Player_Query_Current_Set() != kSetCT07 + && Player_Query_Current_Set() != kSetCT09 + && Player_Query_Current_Set() != kSetCT10 + && Player_Query_Current_Set() != kSetCT11) { + Actor_Set_Goal_Number(kActorDeskClerk, 2); + } + + if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Goal_Number(kActorDeskClerk) < 400) { + Actor_Set_Goal_Number(kActorDeskClerk, 400); + } + + return false; +} + +void AIScriptDeskClerk::TimerExpired(int timer) { + //return false; +} + +void AIScriptDeskClerk::CompletedMovementTrack() { + //return false; +} + +void AIScriptDeskClerk::ReceivedClue(int clueId, int fromActorId) { + //return false; +} + +void AIScriptDeskClerk::ClickedByPlayer() { + //return false; +} + +void AIScriptDeskClerk::EnteredScene(int sceneId) { + // return false; +} + +void AIScriptDeskClerk::OtherAgentEnteredThisScene(int otherActorId) { + // return false; +} + +void AIScriptDeskClerk::OtherAgentExitedThisScene(int otherActorId) { + // return false; +} + +void AIScriptDeskClerk::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { + // return false; +} + +void AIScriptDeskClerk::ShotAtAndMissed() { + // return false; +} + +bool AIScriptDeskClerk::ShotAtAndHit() { + return false; +} + +void AIScriptDeskClerk::Retired(int byActorId) { + // return false; +} + +int AIScriptDeskClerk::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { + return 0; +} + +bool AIScriptDeskClerk::GoalChanged(int currentGoalNumber, int newGoalNumber) { + if (newGoalNumber > 2) { + if (newGoalNumber == 400) { + Actor_Put_In_Set(kActorDeskClerk, kSetFreeSlotH); + Actor_Set_At_Waypoint(kActorDeskClerk, 40, 0); + } + } else if (newGoalNumber) { + if (newGoalNumber == 1) { + Actor_Put_In_Set(kActorDeskClerk, kSetFreeSlotH); + Actor_Set_At_Waypoint(kActorDeskClerk, 40, 0); + } else { + Actor_Put_In_Set(kActorDeskClerk, kSetCT09); + Actor_Set_At_XYZ(kActorDeskClerk, 282.0f, 360.52f, 743.0f, 513); + } + } else { + Actor_Put_In_Set(kActorDeskClerk, kSetCT09); + Actor_Set_At_XYZ(kActorDeskClerk, 282.0f, 360.52f, 743.0f, 513); + } + + return false; +} + +bool AIScriptDeskClerk::UpdateAnimation(int *animation, int *frame) { + int frameRes; + + switch (_animationState) { + case 0: + if (_var1 > 1) { + frameRes = _animationFrame; + } else if (_var1) { + *animation = 662; + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(662)) { + _animationFrame = 0; + _var1 = 0; + *animation = 661; + _var3 = Random_Query(50, 100); + } + frameRes = _animationFrame; + } else { + if (_var3) + --_var3; + + *animation = 661; + _animationFrame++; + + if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(661)) { + frameRes = _animationFrame; + } else { + _animationFrame = 0; + + if (!_var3) { + *animation = 662; + _var1 = 1; + } + + frameRes = _animationFrame; + } + } + break; + + case 1: + frameRes = _animationFrame; + *animation = 663; + + if (!frameRes && _var2) { + *animation = 661; + _animationState = 0; + _var1 = 0; + } else { + _animationFrame++; + + if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(*animation)) { + frameRes = _animationFrame; + } else { + _animationFrame = 0; + frameRes = 0; + } + } + break; + + case 2: + *animation = 664; + _animationFrame++; + + if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(664)) { + frameRes = _animationFrame; + } else { + _animationFrame = 0; + frameRes = 0; + _animationState = 1; + *animation = 663; + } + break; + + case 3: + *animation = 665; + _animationFrame++; + + if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(665)) { + frameRes = _animationFrame; + } else { + _animationFrame = 0; + frameRes = 0; + _animationState = 1; + *animation = 663; + } + break; + + case 4: + *animation = 666; + _animationFrame++; + + if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(666)) { + frameRes = _animationFrame; + } else { + _animationFrame = 0; + frameRes = 0; + _animationState = 1; + *animation = 663; + } + break; + + case 5: + *animation = 667; + _animationFrame++; + + if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(667)) { + frameRes = _animationFrame; + } else { + _animationFrame = 0; + frameRes = 0; + _animationState = 1; + *animation = 663; + } + break; + + case 6: + *animation = 668; + _animationFrame++; + + if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(668)) { + frameRes = _animationFrame; + } else { + _animationFrame = 0; + frameRes = 0; + } + break; + + case 7: + *animation = 669; + + if (!_animationFrame && _var2) { + Actor_Change_Animation_Mode(kActorDeskClerk, 72); + *animation = 668; + _animationState = 6; + frameRes = _animationFrame; + } else { + _animationFrame++; + + if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(*animation)) { + frameRes = _animationFrame; + } else { + _animationFrame = 0; + frameRes = 0; + } + } + break; + + case 8: + *animation = 670; + _animationFrame++; + + if (_animationFrame <= Slice_Animation_Query_Number_Of_Frames(670) - 2) { + frameRes = _animationFrame; + } else { + Ambient_Sounds_Play_Sound(206, 40, 30, 30, 99); + Actor_Set_Goal_Number(kActorDeskClerk, 1); + Actor_Change_Animation_Mode(kActorDeskClerk, 0); + *animation = 661; + _animationFrame = 0; + frameRes = 0; + _animationState = 0; + } + break; + + default: + frameRes = _animationFrame; + break; + } + + *frame = frameRes; + + return true; +} + +bool AIScriptDeskClerk::ChangeAnimationMode(int mode) { + switch (mode) { + case 0: + switch (_animationState) { + case 0: + _animationState = 8; + _animationFrame = 0; + break; + + case 1: + case 2: + case 3: + case 4: + case 5: + _var2 = 1; + break; + + case 6: + Actor_Change_Animation_Mode(kActorDeskClerk, 72); + break; + + default: + _animationState = 0; + _animationFrame = 0; + _var1 = 0; + _var3 = Random_Query(70, 140); + break; + } + break; + + case 3: + _animationState = 1; + _animationFrame = 0; + _var2 = 0; + break; + + case 12: + _animationState = 2; + _animationFrame = 0; + _var2 = 0; + break; + + case 13: + _animationState = 3; + _animationFrame = 0; + _var2 = 0; + break; + + case 14: + _animationState = 4; + _animationFrame = 0; + _var2 = 0; + break; + + case 15: + _animationState = 5; + _animationFrame = 0; + _var2 = 0; + break; + + case 26: + _animationState = 8; + _animationFrame = 0; + break; + + case 58: + _animationState = 7; + _animationFrame = 0; + _var2 = 0; + break; + + case 72: + if (_animationState != 6) { + _animationState = 6; + _animationFrame = 0; + } + break; + + default: + break; + } + + return true; +} + +void AIScriptDeskClerk::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { + *animationState = _animationState; + *animationFrame = _animationFrame; + *animationStateNext = _animationStateNext; + *animationNext = _animationNext; +} + +void AIScriptDeskClerk::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { + _animationState = animationState; + _animationFrame = animationFrame; + _animationStateNext = animationStateNext; + _animationNext = animationNext; +} + +bool AIScriptDeskClerk::ReachedMovementTrackWaypoint(int waypointId) { + return true; +} + +void AIScriptDeskClerk::FledCombat() { + // return false; +} + +} // End of namespace BladeRunner |