mirror of
https://github.com/scummvm/scummvm.git
synced 2026-06-20 05:45:29 +00:00
462 lines
12 KiB
C++
462 lines
12 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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AIScriptLeon::AIScriptLeon(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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var_45EDA0_z = 0.0f;
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var_45EDA4_y = 0.0f;
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var_45EDA8_x = 0.0f;
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var_45EDAC = 0;
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}
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void AIScriptLeon::Initialize() {
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var_45EDA0_z = 0.0f;
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var_45EDA4_y = 0.0f;
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var_45EDA8_x = 0.0f;
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var_45EDAC = 0;
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_animationStateNext = 0;
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_animationNext = 0;
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_animationFrame = 0;
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_animationState = 0;
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}
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bool AIScriptLeon::Update() {
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int goalNumber = Actor_Query_Goal_Number(kActorLeon);
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if (goalNumber == 3) {
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Actor_Set_Goal_Number(kActorLeon, 4);
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return true;
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}
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if (goalNumber == 5) {
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if (Player_Query_Combat_Mode() == 1) {
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Actor_Set_Goal_Number(kActorLeon, 7);
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return true;
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}
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if (Actor_Query_Inch_Distance_From_Actor(kActorLeon, 0) <= 36 && !Player_Query_Combat_Mode()) {
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Actor_Set_Goal_Number(kActorLeon, 6);
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return true;
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}
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if (sub_446700(kActorLeon, var_45EDA8_x, var_45EDA4_y, var_45EDA0_z) > 12.0f) {
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Actor_Query_XYZ(kActorMcCoy, &var_45EDA8_x, &var_45EDA4_y, &var_45EDA0_z);
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Async_Actor_Walk_To_XYZ(kActorLeon, var_45EDA8_x, var_45EDA4_y, var_45EDA0_z, 24, false);
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}
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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 AIScriptLeon::TimerExpired(int timer) {
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if (timer == 0 && Actor_Query_Goal_Number(kActorLeon) == 7) {
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AI_Countdown_Timer_Reset(kActorLeon, 0);
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Actor_Set_Goal_Number(kActorLeon, 8);
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}
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}
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void AIScriptLeon::CompletedMovementTrack() {
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if (Actor_Query_Goal_Number(kActorLeon) == 7) {
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AI_Countdown_Timer_Reset(kActorLeon, 0);
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AI_Countdown_Timer_Start(kActorLeon, 0, 8);
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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 AIScriptLeon::ReceivedClue(int clueId, int fromActorId) {}
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void AIScriptLeon::ClickedByPlayer() {
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if (Actor_Query_Goal_Number(kActorLeon) == 1) {
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Game_Flag_Set(539);
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Player_Loses_Control();
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Actor_Face_Actor(kActorMcCoy, kActorLeon, true);
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ADQ_Flush();
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Actor_Says(kActorMcCoy, 495, 3);
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Actor_Set_Goal_Number(kActorLeon, 2);
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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 AIScriptLeon::EnteredScene(int sceneId) {}
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void AIScriptLeon::OtherAgentEnteredThisScene(int otherActorId) {
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if (otherActorId == kActorMcCoy && Actor_Query_Goal_Number(kActorLeon) == 7) {
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AI_Countdown_Timer_Reset(kActorLeon, 0);
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AI_Movement_Track_Flush(kActorLeon);
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AI_Movement_Track_Append(kActorLeon, 353, 0);
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AI_Movement_Track_Repeat(kActorLeon);
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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 AIScriptLeon::OtherAgentExitedThisScene(int otherActorId) {
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if (otherActorId == kActorMcCoy && Actor_Query_Which_Set_In(kActorLeon) == 33) {
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AI_Movement_Track_Flush(kActorLeon);
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ADQ_Flush();
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Actor_Set_Goal_Number(kActorLeon, 8);
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Actor_Set_Goal_Number(kActorDeskClerk, 1);
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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 AIScriptLeon::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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if (otherActorId == kActorMcCoy && combatMode == 1 && Actor_Query_Goal_Number(kActorLeon) == 1) {
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Game_Flag_Set(539);
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Player_Loses_Control();
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Actor_Face_Actor(kActorMcCoy, kActorLeon, true);
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Actor_Says(kActorMcCoy, 500, 5);
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Actor_Set_Goal_Number(kActorLeon, 2);
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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 AIScriptLeon::ShotAtAndMissed() {}
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bool AIScriptLeon::ShotAtAndHit() {
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if (Actor_Query_Goal_Number(kActorLeon) != 7) {
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Actor_Set_Goal_Number(kActorLeon, 7);
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}
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return false;
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}
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void AIScriptLeon::Retired(int byActorId) {}
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int AIScriptLeon::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptLeon::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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switch (newGoalNumber) {
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case 8:
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Actor_Put_In_Set(kActorLeon, 91);
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AI_Movement_Track_Flush(kActorLeon);
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return true;
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case 7:
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Actor_Force_Stop_Walking(kActorLeon);
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AI_Movement_Track_Flush(kActorLeon);
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AI_Movement_Track_Append(kActorLeon, 351, 0);
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AI_Movement_Track_Append(kActorLeon, 352, 0);
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AI_Movement_Track_Repeat(kActorLeon);
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return true;
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case 6:
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Player_Loses_Control();
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Actor_Says(kActorLeon, 40, 3);
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Actor_Says(kActorMcCoy, 510, 3);
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Actor_Says(kActorLeon, 50, 3);
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Actor_Change_Animation_Mode(kActorLeon, 6);
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return false;
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case 5:
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return true;
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case 4:
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Actor_Face_Actor(kActorLeon, kActorMcCoy, true);
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Player_Set_Combat_Mode(false);
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Actor_Says(kActorLeon, 30, 12);
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Actor_Face_Actor(kActorMcCoy, kActorLeon, true);
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if (Player_Query_Combat_Mode() == 1) {
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Player_Set_Combat_Mode(false);
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}
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Actor_Says(kActorMcCoy, 505, 23);
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Actor_Says(kActorLeon, 60, 13);
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Player_Gains_Control();
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Loop_Actor_Walk_To_XYZ(kActorLeon, 233.0f, 349.0f, 849.0f, 0, 0, false, 0);
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Actor_Face_Actor(kActorLeon, 0, true);
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Actor_Face_Actor(kActorMcCoy, kActorLeon, true);
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Actor_Says(kActorMcCoy, 515, 18);
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Actor_Says_With_Pause(kActorLeon, 70, 0.3f, 12);
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Actor_Says(kActorMcCoy, 520, 15);
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Actor_Says(kActorLeon, 80, 12);
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Loop_Actor_Walk_To_XYZ(kActorLeon, 198.0f, 349.0f, 865.0f, 0, 0, false, 0);
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Actor_Face_Actor(kActorLeon, 0, true);
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Actor_Face_Actor(kActorMcCoy, kActorLeon, true);
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if (Actor_Clue_Query(kActorMcCoy, kClueWantedPoster)) {
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Actor_Says_With_Pause(kActorMcCoy, 525, 0.2f, 14);
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Actor_Says(kActorLeon, 90, 13);
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Actor_Says(kActorMcCoy, 530, 16);
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Actor_Set_Goal_Number(kActorLeon, 5);
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} else {
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Actor_Says_With_Pause(kActorMcCoy, 535, 0.8f, 17);
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Actor_Says(kActorLeon, 100, 13);
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Actor_Says_With_Pause(kActorMcCoy, 540, 0.0f, 19);
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Actor_Says(kActorLeon, 110, 3);
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Actor_Says(kActorMcCoy, 550, 17);
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Actor_Says(kActorMcCoy, 555, 18);
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Actor_Says(kActorLeon, 120, 13);
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Actor_Says(kActorMcCoy, 560, 3);
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Actor_Says_With_Pause(kActorLeon, 130, 0.8f, 3);
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Actor_Face_Current_Camera(kActorMcCoy, true);
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Actor_Says(kActorMcCoy, 565, 18);
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Actor_Face_Actor(kActorMcCoy, kActorLeon, true);
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Actor_Says(kActorLeon, 140, 12);
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Actor_Says_With_Pause(kActorMcCoy, 570, 0.0f, 17);
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Actor_Says_With_Pause(kActorMcCoy, 575, 1.2f, 13);
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Actor_Says(kActorLeon, 150, 3);
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Actor_Says(kActorMcCoy, 580, 3);
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Actor_Says(kActorLeon, 160, 13);
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Actor_Says(kActorLeon, 170, 12);
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Actor_Set_Goal_Number(kActorLeon, 7);
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}
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return true;
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case 2:
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Actor_Change_Animation_Mode(kActorLeon, 26);
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Actor_Change_Animation_Mode(kActorDeskClerk, 26);
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return true;
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case 1:
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Actor_Change_Animation_Mode(kActorDeskClerk, 72);
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Actor_Change_Animation_Mode(kActorLeon, 72);
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Actor_Put_In_Set(kActorLeon, 31);
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Actor_Set_At_XYZ(kActorLeon, 264.0f, 348.52f, 827.0f, 0);
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Actor_Face_Actor(kActorDeskClerk, kActorLeon, true);
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ADQ_Add(kActorLeon, 0, 16);
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ADQ_Add(kActorDeskClerk, 0, 58);
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ADQ_Add(kActorLeon, 10, 15);
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ADQ_Add(kActorDeskClerk, 10, 58);
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ADQ_Add(kActorLeon, 20, 16);
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return true;
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case 0:
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Actor_Put_In_Set(kActorLeon, 91);
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Actor_Change_Animation_Mode(kActorLeon, 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 AIScriptLeon::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 10:
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*animation = 856;
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if (_animationFrame++ == 7) {
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Actor_Change_Animation_Mode(kActorMcCoy, 48);
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Actor_Retired_Here(kActorMcCoy, 12, 12, 1, -1);
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}
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(*animation) - 1) {
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*animation = 847;
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_animationFrame = 0;
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Actor_Change_Animation_Mode(kActorLeon, 0);
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}
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break;
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case 9:
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*animation = 849;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(849) - 1) {
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Actor_Change_Animation_Mode(kActorLeon, 0);
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*animation = 847;
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_animationFrame = 0;
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_animationState = 0;
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if (Actor_Query_Goal_Number(kActorLeon) == 2) {
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Actor_Set_Goal_Number(kActorLeon, 3);
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}
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}
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break;
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case 8:
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*animation = 854;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(854) - 1) {
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_animationFrame = 0;
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}
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break;
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case 7:
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*animation = 855;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(855) - 1) {
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_animationFrame = 0;
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_animationState = 6;
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*animation = 854;
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}
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break;
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case 6:
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if (_animationFrame == 0 && var_45EDAC != 0) {
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Actor_Change_Animation_Mode(kActorLeon, 72);
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*animation = 848;
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} else {
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*animation = 854;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(854) - 1) {
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_animationFrame = 0;
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}
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}
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break;
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case 5:
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*animation = 853;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(853) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 850;
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}
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break;
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case 4:
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*animation = 852;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(852) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 850;
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}
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break;
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case 3:
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*animation = 851;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(851) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 850;
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}
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break;
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case 2:
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if (!_animationFrame && var_45EDAC) {
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*animation = 847;
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_animationState = 0;
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} else {
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*animation = 850;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(850) - 1) {
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_animationFrame = 0;
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}
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}
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break;
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case 1:
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*animation = 846;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(846) - 1) {
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_animationFrame = 0;
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}
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break;
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case 0:
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*animation = 847;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(847) - 1) {
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_animationFrame = 0;
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}
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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 AIScriptLeon::ChangeAnimationMode(int mode) {
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switch (mode) {
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case kAnimationModeIdle:
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switch (_animationState) {
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case 2:
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case 3:
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case 4:
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case 5:
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case 6:
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case 7:
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var_45EDAC = 1;
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break;
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case 8:
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Actor_Change_Animation_Mode(kActorLeon, 72);
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break;
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default:
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_animationState = 0;
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_animationFrame = 0;
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break;
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}
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break;
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case kAnimationModeWalk:
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_animationState = 1;
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_animationFrame = 0;
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break;
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case kAnimationModeTalk:
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_animationState = 2;
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_animationFrame = 0;
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var_45EDAC = 0;
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break;
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case kAnimationModeCombatAttack:
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_animationState = 10;
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_animationFrame = 0;
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break;
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case 12:
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_animationState = 3;
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_animationFrame = 0;
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var_45EDAC = 0;
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break;
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case 13:
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_animationState = 4;
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_animationFrame = 0;
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var_45EDAC = 0;
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break;
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case 14:
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_animationState = 5;
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_animationFrame = 0;
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var_45EDAC = 0;
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break;
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case 15:
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_animationState = 6;
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_animationFrame = 0;
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var_45EDAC = 0;
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break;
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case 16:
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_animationState = 7;
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_animationFrame = 0;
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var_45EDAC = 0;
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break;
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case 26:
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_animationState = 9;
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_animationFrame = 0;
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break;
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case 72:
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if (_animationState != 8) {
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_animationState = 8;
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_animationFrame = 0;
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}
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break;
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}
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return true;
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}
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void AIScriptLeon::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 AIScriptLeon::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 AIScriptLeon::ReachedMovementTrackWaypoint(int waypointId) {
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if (waypointId == 353) {
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Actor_Set_Goal_Number(kActorLeon, 8);
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}
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return true;
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}
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void AIScriptLeon::FledCombat() {}
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float AIScriptLeon::sub_446700(int actorId, float x, float y, float z) {
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float actorX, actorY, actorZ;
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Actor_Query_XYZ(actorId, &actorX, &actorY, &actorZ);
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return sqrtf((z - actorZ) * (z - actorZ) + (y - actorY) * (y - actorY) + (x - actorX) * (x - actorX));
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}
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} // End of namespace BladeRunner
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