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scummvm/engines/bladerunner/script/ai/desk_clerk.cpp
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414 lines
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C++

/* 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) {
switch (newGoalNumber) {
case 0:
case 2:
Actor_Put_In_Set(kActorDeskClerk, kSetCT09);
Actor_Set_At_XYZ(kActorDeskClerk, 282.0f, 360.52f, 743.0f, 513);
break;
case 1:
case 400:
Actor_Put_In_Set(kActorDeskClerk, kSetFreeSlotH);
Actor_Set_At_Waypoint(kActorDeskClerk, 40, 0);
break;
}
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