Files
scummvm/engines/bladerunner/script/ai/luther.cpp
T

440 lines
10 KiB
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 {
AIScriptLuther::AIScriptLuther(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_flag = false;
}
void AIScriptLuther::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_flag = false;
Actor_Put_In_Set(kActorLuther, kSetUG16);
Actor_Set_At_XYZ(kActorLuther, 176.91f, -40.67f, 225.92f, 486);
Actor_Set_Goal_Number(kActorLuther, 400);
Actor_Set_Targetable(kActorLuther, 1);
}
bool AIScriptLuther::Update() {
if (!Actor_Query_Is_In_Current_Set(kActorLuther)
|| Player_Query_Combat_Mode() != 1
|| Global_Variable_Query(29)
|| Game_Flag_Query(596)
|| Global_Variable_Query(kVariableChapter) != 4) {
if (Actor_Query_Goal_Number(kActorLuther) == 400 && Actor_Query_Goal_Number(kActorLuther) != 499) {
Actor_Set_Goal_Number(kActorLuther, 401);
} else if (Actor_Query_Goal_Number(kActorLuther) == 494) {
Actor_Set_Goal_Number(kActorLuther, 495);
ChangeAnimationMode(48);
} else if (Actor_Query_Goal_Number(kActorLuther) != 495 || Game_Flag_Query(587)) {
if (Actor_Query_Goal_Number(kActorLuther) != 497
|| Global_Variable_Query(29) >= 2
|| Game_Flag_Query(568)) {
if (Actor_Query_Goal_Number(kActorLuther) != 497
|| Global_Variable_Query(29) <= 1
|| Game_Flag_Query(568)) {
if (Actor_Query_Goal_Number(kActorLuther) == 498) {
Game_Flag_Set(595);
Actor_Set_Goal_Number(kActorLuther, 499);
Actor_Set_Targetable(kActorLuther, 0);
} else {
return false;
}
} else {
Actor_Set_Targetable(kActorLuther, 0);
Actor_Set_Goal_Number(kActorLuther, 498);
Actor_Set_Targetable(kActorLuther, 0);
}
} else {
Game_Flag_Set(568);
ChangeAnimationMode(50);
ChangeAnimationMode(48);
Actor_Set_Goal_Number(kActorLuther, 498);
Actor_Set_Targetable(kActorLuther, 0);
Scene_Loop_Set_Default(5);
Scene_Loop_Start_Special(2, 4, 1);
Ambient_Sounds_Play_Sound(559, 50, 0, 0, 99);
Ambient_Sounds_Remove_Looping_Sound(516, 1);
}
} else {
AI_Countdown_Timer_Reset(kActorLuther, 2);
AI_Countdown_Timer_Start(kActorLuther, 2, 5);
Actor_Set_Goal_Number(kActorLuther, 496);
Game_Flag_Set(587);
}
} else {
Actor_Says(kActorMcCoy, 5720, 12);
Actor_Says(kActorLuther, 80, 13);
Actor_Says(kActorLance, 40, 12);
Game_Flag_Set(596);
}
return false;
}
void AIScriptLuther::TimerExpired(int timer) {
if (timer != 2)
return; //false;
AI_Countdown_Timer_Reset(kActorLuther, 2);
Actor_Set_Goal_Number(kActorLuther, 497);
return; //true;
}
void AIScriptLuther::CompletedMovementTrack() {
if (Actor_Query_Goal_Number(kActorLuther) != 401)
return; //false;
Actor_Set_Goal_Number(kActorLuther, 402);
return; //true;
}
void AIScriptLuther::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptLuther::ClickedByPlayer() {
//return false;
}
void AIScriptLuther::EnteredScene(int sceneId) {
// return false;
}
void AIScriptLuther::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}
void AIScriptLuther::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}
void AIScriptLuther::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptLuther::ShotAtAndMissed() {
// return false;
}
bool AIScriptLuther::ShotAtAndHit() {
if (Actor_Query_Which_Set_In(kActorLuther) == 19) {
Actor_Set_Health(kActorLuther, 50, 50);
}
Global_Variable_Increment(29, 1);
Music_Stop(2);
if (Global_Variable_Query(29) <= 0) {
return false;
}
if (!Game_Flag_Query(560)) {
Game_Flag_Set(557);
}
Actor_Set_Goal_Number(kActorLuther, 494);
return true;
}
void AIScriptLuther::Retired(int byActorId) {
Actor_Set_Goal_Number(kActorLuther, 599);
}
int AIScriptLuther::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptLuther::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case 401:
AI_Movement_Track_Flush(kActorLuther);
AI_Movement_Track_Append(kActorLuther, 39, 20);
AI_Movement_Track_Append_With_Facing(kActorLuther, 368, 120, 486);
AI_Movement_Track_Append(kActorLuther, 40, 10);
AI_Movement_Track_Repeat(kActorLuther);
break;
case 402:
Actor_Set_Goal_Number(kActorLuther, 401);
break;
case 403:
AI_Movement_Track_Flush(kActorLuther);
break;
case 499:
Actor_Set_Goal_Number(kActorLuther, 599);
break;
}
return false;
}
bool AIScriptLuther::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
*animation = 346;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(346) - 1) {
_animationFrame = 0;
}
break;
case 1:
*animation = 348;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(348) - 1) {
*animation = 346;
_animationFrame = 0;
_animationState = 0;
Actor_Change_Animation_Mode(kActorLuther, 0);
}
break;
case 2:
if (!_animationFrame && _flag) {
*animation = 346;
_animationState = 0;
} else {
*animation = 349;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(349) - 1) {
_animationFrame = 0;
}
}
break;
case 3:
*animation = 350;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(350) - 1) {
_animationFrame = 0;
_animationState = 2;
*animation = 349;
}
break;
case 4:
*animation = 351;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(351) - 1) {
_animationFrame = 0;
_animationState = 2;
*animation = 349;
}
break;
case 5:
*animation = 352;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(352) - 1) {
_animationFrame = 0;
_animationState = 2;
*animation = 349;
}
break;
case 6:
*animation = 353;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(353) - 1) {
_animationFrame = 0;
_animationState = 2;
*animation = 349;
}
break;
case 7:
*animation = 354;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(354) - 1) {
_animationFrame = 0;
_animationState = 2;
*animation = 349;
}
break;
case 8:
*animation = 355;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(355) - 1) {
_animationFrame = 0;
_animationState = 2;
*animation = 349;
}
break;
case 9:
*animation = 356;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(356) - 1) {
*animation = 346;
_animationFrame = 0;
_animationState = 0;
Actor_Change_Animation_Mode(kActorLuther, 0);
}
break;
case 10:
*animation = 357;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(357) - 1) {
Actor_Change_Animation_Mode(kActorLuther, 50);
*animation = 358;
_animationFrame = 0;
}
break;
case 11:
*animation = 358;
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(358) - 1) {
_animationFrame++;
}
break;
case 12:
*animation = 359;
if (_animationFrame == 12) {
Ambient_Sounds_Play_Sound(557, 59, 0, 0, 20);
}
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(*animation) - 1) {
_animationFrame++;
}
break;
default:
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptLuther::ChangeAnimationMode(int mode) {
switch (mode) {
case 0:
if ((unsigned int)(_animationState - 2) > 6) {
_animationState = 0;
_animationFrame = 0;
} else {
_flag = 1;
}
break;
case 3:
_animationState = 2;
_animationFrame = 0;
_flag = 0;
break;
case 6:
_animationState = 9;
_animationFrame = 0;
break;
case 12:
_animationState = 3;
_animationFrame = 0;
_flag = 0;
break;
case 13:
_animationState = 4;
_animationFrame = 0;
_flag = 0;
break;
case 14:
_animationState = 5;
_animationFrame = 0;
_flag = 0;
break;
case 15:
_animationState = 6;
_animationFrame = 0;
_flag = 0;
break;
case 16:
_animationState = 7;
_animationFrame = 0;
_flag = 0;
break;
case 17:
_animationState = 8;
_animationFrame = 0;
_flag = 0;
break;
case 23:
_animationState = 1;
_animationFrame = 0;
break;
case 48:
_animationState = 12;
_animationFrame = 0;
break;
case 50:
_animationState = 11;
_animationFrame = 0;
break;
}
return true;
}
void AIScriptLuther::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptLuther::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptLuther::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptLuther::FledCombat() {
// return false;
}
} // End of namespace BladeRunner