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author | Eugene Sandulenko | 2018-03-09 14:18:55 +0100 |
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committer | Eugene Sandulenko | 2018-03-09 14:20:18 +0100 |
commit | 59a397e4f89ba3c212da5d759043494639f6e0c6 (patch) | |
tree | ba35951c6fd97d09e9fec30afb35ff8d07c84ccc /engines/bladerunner/script/ai | |
parent | e1c94911874503cc516ac409646bbaeb359d36c6 (diff) | |
download | scummvm-rg350-59a397e4f89ba3c212da5d759043494639f6e0c6.tar.gz scummvm-rg350-59a397e4f89ba3c212da5d759043494639f6e0c6.tar.bz2 scummvm-rg350-59a397e4f89ba3c212da5d759043494639f6e0c6.zip |
BLADERUNNER: Added Transient actor
Diffstat (limited to 'engines/bladerunner/script/ai')
-rw-r--r-- | engines/bladerunner/script/ai/transient.cpp | 562 |
1 files changed, 562 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ai/transient.cpp b/engines/bladerunner/script/ai/transient.cpp new file mode 100644 index 0000000000..4aa5a189f9 --- /dev/null +++ b/engines/bladerunner/script/ai/transient.cpp @@ -0,0 +1,562 @@ +/* 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 { + +AIScriptTransient::AIScriptTransient(BladeRunnerEngine *vm) : AIScriptBase(vm) { +} + +void AIScriptTransient::Initialize() { + _animationFrame = 0; + _animationState = 0; + _animationStateNext = 0; + _animationNext = 0; + + Actor_Put_In_Set(kActorTransient, kSetCT03_CT04); + Actor_Set_At_XYZ(kActorTransient, -171.41, -621.3, 736.52, 580); + Actor_Set_Goal_Number(kActorTransient, 0); + Actor_Set_Targetable(kActorTransient, 1); +} + +bool AIScriptTransient::Update() { + if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Which_Set_In(kActorTransient) != 97) { + Actor_Put_In_Set(kActorTransient, kSetFreeSlotG); + Actor_Set_At_Waypoint(kActorTransient, 39, 0); + } + if ((!Actor_Query_Goal_Number(kActorTransient) || Actor_Query_Goal_Number(kActorTransient) == 10) + && Global_Variable_Query(kVariableChapter) == 2) { + Actor_Set_Goal_Number(kActorTransient, 200); + } + if (Game_Flag_Query(169) && Game_Flag_Query(170) && !Game_Flag_Query(171) && !Game_Flag_Query(172) + && Global_Variable_Query(kVariableChapter) == 3) { + Game_Flag_Set(172); + } + if (Game_Flag_Query(171) == 1 && Actor_Query_Goal_Number(kActorTransient) != 6 + && Actor_Query_Goal_Number(kActorTransient) != 599 + && Global_Variable_Query(kVariableChapter) < 4) { + Actor_Set_Goal_Number(kActorTransient, 6); + } + if (Player_Query_Current_Scene() == 16 && !Game_Flag_Query(492)) { + Game_Flag_Set(492); + AI_Countdown_Timer_Reset(kActorTransient, 1); + AI_Countdown_Timer_Start(kActorTransient, 1, 12); + } + + return false; +} + +void AIScriptTransient::TimerExpired(int timer) { + if (timer <= 1) { + if (timer) { + if (!Actor_Query_Goal_Number(kActorTransient)) { + Actor_Set_Goal_Number(kActorTransient, 10); + Actor_Change_Animation_Mode(kActorTransient, 0); + } + Actor_Set_Goal_Number(kActorTransient, 10); + Actor_Set_Targetable(kActorTransient, 0); + AI_Countdown_Timer_Reset(kActorTransient, 1); + } else if (Actor_Query_Goal_Number(kActorTransient) == 395 && Actor_Query_Which_Set_In(kActorMcCoy) == 85) { + AI_Countdown_Timer_Start(kActorTransient, 0, Random_Query(20, 10)); + switch (Random_Query(1, 3) - 1) { + case 0: + Sound_Play(356, 50, 0, 0, 50); + break; + case 1: + Sound_Play(357, 50, 0, 0, 50); + break; + case 2: + Sound_Play(358, 50, 0, 0, 50); + break; + default: + break; + } + } else if (Actor_Query_Goal_Number(kActorTransient) != 599) { + Actor_Set_Goal_Number(kActorTransient, 391); + AI_Countdown_Timer_Reset(kActorTransient, 0); + } + } +} + +void AIScriptTransient::CompletedMovementTrack() { + //return false; +} + +void AIScriptTransient::ReceivedClue(int clueId, int fromActorId) { + //return false; +} + +void AIScriptTransient::ClickedByPlayer() { + //return false; +} + +void AIScriptTransient::EnteredScene(int sceneId) { + // return false; +} + +void AIScriptTransient::OtherAgentEnteredThisScene(int otherActorId) { + // return false; +} + +void AIScriptTransient::OtherAgentExitedThisScene(int otherActorId) { + // return false; +} + +void AIScriptTransient::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { + // return false; +} + +void AIScriptTransient::ShotAtAndMissed() { + // return false; +} + +bool AIScriptTransient::ShotAtAndHit() { + Actor_Set_Frame_Rate_FPS(kActorTransient, 8); + if (Game_Flag_Query(716)) + _animationState = 11; + else + _animationState = 14; + + _animationFrame = 0; + + Actor_Set_Targetable(kActorTransient, 0); + if (Global_Variable_Query(kVariableChapter) < 4) + Actor_Set_Goal_Number(kActorTransient, 3); + else + Actor_Set_Goal_Number(kActorTransient, 599); + + Game_Flag_Set(169); + + return false; +} + +void AIScriptTransient::Retired(int byActorId) { + Actor_Set_Goal_Number(kActorTransient, 599); + + if (Global_Variable_Query(kVariableChapter) == 4) + Game_Flag_Set(607); +} + +int AIScriptTransient::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { + return 0; +} + +bool AIScriptTransient::GoalChanged(int currentGoalNumber, int newGoalNumber) { + switch (newGoalNumber) { + case 2: + AI_Movement_Track_Flush(kActorTransient); + AI_Movement_Track_Append(kActorTransient, 51, 0); + AI_Movement_Track_Append(kActorTransient, 105, 0); + AI_Movement_Track_Append(kActorTransient, 42, 1); + AI_Movement_Track_Repeat(kActorTransient); + + return true; + case 6: + AI_Movement_Track_Flush(kActorTransient); + AI_Movement_Track_Append(kActorTransient, 41, 10); + AI_Movement_Track_Repeat(kActorTransient); + + return true; + case 200: + Actor_Put_In_Set(kActorTransient, kSetFreeSlotH); + Actor_Set_At_Waypoint(kActorTransient, 40, 0); + + return true; + case 390: + Actor_Put_In_Set(kActorTransient, kSetUG13); + Actor_Set_At_XYZ(kActorTransient, -310.0, 55.0, -350.0, 400); + Actor_Change_Animation_Mode(kActorTransient, 53); + Actor_Set_Targetable(kActorTransient, 1); + Game_Flag_Set(716); + + return true; + case 391: + Actor_Change_Animation_Mode(kActorTransient, 53); + return true; + case 395: + Actor_Change_Animation_Mode(kActorTransient, 55); + AI_Countdown_Timer_Start(kActorTransient, 0, Random_Query(30, 40)); + + return true; + case 599: + AI_Countdown_Timer_Reset(kActorTransient, 0); + return true; + } + + return false; +} + +bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) { + switch (_animationState) { + case 0: + *animation = 499; + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(499)) { + _animationFrame = 0; + } else { + *animation = 497; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(497)) + _animationFrame = 0; + } + break; + case 1: + *animation = 487; + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(487)) + _animationFrame = 0; + + break; + case 2: + *animation = 500; + _animationFrame++; + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(500)) + _animationFrame = 0; + break; + case 3: + *animation = 501; + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(501)) { + _animationState = 2; + _animationFrame = 0; + *animation = 500; + } + break; + case 4: + *animation = 502; + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(502)) { + _animationState = 2; + _animationFrame = 0; + *animation = 500; + } + break; + case 5: + *animation = 503; + _animationFrame++; + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(503)) { + _animationState = 2; + _animationFrame = 0; + *animation = 500; + } + break; + case 6: + *animation = 491; + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(491)) + _animationFrame = 0; + + break; + case 7: + *animation = 492; + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(492)) { + _animationState = 6; + _animationFrame = 0; + } + break; + case 8: + *animation = 493; + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(493)) { + _animationState = 6; + _animationFrame = 0; + } + break; + case 9: + *animation = 494; + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(494)) { + _animationState = 6; + _animationFrame = 0; + } + break; + case 10: + *animation = 496; + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(496)) { + _animationState = 6; + _animationFrame = 0; + } + break; + case 11: + *animation = 495; + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(495)) { + Actor_Set_Frame_Rate_FPS(kActorTransient, 8); + _animationState = 12; + _animationFrame = Slice_Animation_Query_Number_Of_Frames(495) - 1; + } + break; + case 12: + *animation = 495; + _animationFrame = Slice_Animation_Query_Number_Of_Frames(495) - 1; + break; + case 14: + *animation = 489; + _animationFrame++; + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(489)) { + Actor_Set_Goal_Number(kActorTransient, 3); + _animationState = 15; + _animationFrame = Slice_Animation_Query_Number_Of_Frames(489) - 1; + Actor_Set_Targetable(kActorTransient, 0); + Actor_Retired_Here(kActorTransient, 120, 24, 1, -1); + } + break; + case 15: + *animation = 489; + _animationFrame = Slice_Animation_Query_Number_Of_Frames(489) - 1; + break; + case 16: + *animation = 504; + _animationFrame++; + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(504) - 1) + _animationFrame = 0; + + break; + case 17: + *animation = 505; + _animationFrame++; + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(505) - 1) { + *animation = 497; + _animationFrame = 0; + _animationState = 0; + Actor_Change_Animation_Mode(kActorTransient, 0); + + if (Actor_Query_Goal_Number(kActorTransient) == 10 && Player_Query_Current_Scene() == 16) { + Actor_Set_At_XYZ(kActorTransient, -171.41, -621.30, 728.52, 530); + Actor_Face_Actor(kActorTransient, kActorMcCoy, 1); + } + } + break; + case 18: + *animation = 491; + _animationFrame++; + + if (_animationFrame - 1 == 4) + _animationState = 19; + + break; + case 19: + *animation = 491; + _animationFrame--; + + if (_animationFrame + 1 == 4) + _animationState = 18; + + break; + default: + *animation = 399; + break; + } + + *frame = _animationFrame; + + return true; +} + +bool AIScriptTransient::ChangeAnimationMode(int mode) { + if (mode != 55) + Actor_Set_Frame_Rate_FPS(kActorTransient, 8); + + switch (mode) { + case 0: + switch (_animationState) { + case 0: + return 1; + case 6: + case 7: + case 8: + case 9: + case 10: + case 18: + case 19: + _animationState = 6; + _animationFrame = 0; + break; + case 16: + _animationState = 17; + _animationFrame = 0; + break; + default: + _animationState = 0; + _animationFrame = 0; + break; + } + break; + + case 1: + if (_animationState != 1) { + _animationState = 1; + _animationFrame = 0; + } + break; + case 2: + case 4: + case 5: + case 6: + case 7: + case 8: + case 9: + case 10: + case 11: + case 15: + case 16: + case 17: + case 18: + case 19: + case 20: + case 22: + case 23: + case 24: + case 25: + case 26: + case 27: + case 28: + case 29: + case 39: + case 40: + case 41: + case 42: + case 43: + case 44: + case 45: + case 46: + case 47: + case 48: + case 49: + case 50: + case 51: + case 52: + return 1; + case 3: + case 30: + if (_animationState - 6 > 4) + _animationState = 2; + else + _animationState = 7; + + _animationFrame = 0; + break; + case 12: + case 31: + if (_animationState == 6) + _animationState = 8; + else + _animationState = 3; + + _animationFrame = 0; + break; + case 13: + case 32: + if (_animationState == 6) + _animationState = 9; + else + _animationState = 4; + + _animationFrame = 0; + break; + case 14: + case 33: + case 34: + case 35: + case 36: + case 37: + if (_animationState == 6) + _animationState = 10; + else + _animationState = 5; + + _animationFrame = 0; + break; + case 21: + if (Game_Flag_Query(716)) + _animationState = 11; + else + _animationState = 14; + + _animationFrame = 0; + break; + case 38: + _animationState = 16; + _animationFrame = 0; + break; + case 53: + case 54: + _animationState = 6; + _animationFrame = 0; + break; + case 55: + if (_animationState == 6) { + Actor_Set_Frame_Rate_FPS(kActorTransient, 4); + _animationState = 18; + _animationFrame = 3; + } + break; + case 89: + _animationState = 12; + _animationFrame = Slice_Animation_Query_Number_Of_Frames(495) - 1; + + break; + + default: + break; + } + + return true; +} + +void AIScriptTransient::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { + *animationState = _animationState; + *animationFrame = _animationFrame; + *animationStateNext = _animationStateNext; + *animationNext = _animationNext; +} + +void AIScriptTransient::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { + _animationState = animationState; + _animationFrame = animationFrame; + _animationStateNext = animationStateNext; + _animationNext = animationNext; +} + +bool AIScriptTransient::ReachedMovementTrackWaypoint(int waypointId) { + return true; +} + +void AIScriptTransient::FledCombat() { + // return false; +} + +} // End of namespace BladeRunner |