mirror of
https://github.com/scummvm/scummvm.git
synced 2026-06-20 05:45:29 +00:00
440 lines
11 KiB
C++
440 lines
11 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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AIScriptRachael::AIScriptRachael(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_flag = true;
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}
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void AIScriptRachael::Initialize() {
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_animationFrame = 0;
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_animationState = 0;
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_animationStateNext = 0;
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_animationNext = 0;
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_flag = true;
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Actor_Set_Goal_Number(kActorRachael, 0);
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}
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bool AIScriptRachael::Update() {
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return false;
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}
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void AIScriptRachael::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptRachael::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptRachael::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptRachael::ClickedByPlayer() {
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if (Actor_Query_Goal_Number(kActorRachael) == 305) {
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Actor_Face_Actor(kActorMcCoy, kActorRachael, 1);
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Actor_Says(kActorMcCoy, 2730, 12);
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AI_Movement_Track_Pause(57);
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dialogue_start();
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if (Player_Query_Agenda() == 2 || Player_Query_Agenda() == 3) {
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dialogue_agenda2();
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} else if (Player_Query_Agenda()) {
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if (Actor_Query_Friendliness_To_Other(kActorSteele, kActorMcCoy) > Actor_Query_Friendliness_To_Other(kActorClovis, kActorMcCoy)) {
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dialogue_agenda2();
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} else {
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dialogue_agenda1();
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}
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} else {
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dialogue_agenda1();
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}
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Actor_Set_Goal_Number(kActorRachael, 306);
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AI_Movement_Track_Unpause(57);
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}
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}
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void AIScriptRachael::EnteredScene(int sceneId) {
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// return false;
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}
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void AIScriptRachael::OtherAgentEnteredThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptRachael::OtherAgentExitedThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptRachael::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptRachael::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptRachael::ShotAtAndHit() {
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return false;
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}
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void AIScriptRachael::Retired(int byActorId) {
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// return false;
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}
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int AIScriptRachael::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptRachael::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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switch (newGoalNumber) {
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case 200:
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AI_Movement_Track_Flush(kActorRachael);
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AI_Movement_Track_Append(kActorRachael, 379, 0);
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AI_Movement_Track_Append(kActorRachael, 39, 0);
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AI_Movement_Track_Repeat(kActorRachael);
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break;
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case 300:
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Actor_Put_In_Set(kActorRachael, kSetMA07);
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Actor_Set_At_XYZ(kActorRachael, -8.09f, -162.8f, 135.33f, 544);
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break;
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case 305:
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AI_Movement_Track_Flush(kActorRachael);
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AI_Movement_Track_Append(kActorRachael, 468, 0);
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AI_Movement_Track_Append(kActorRachael, 39, 0);
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AI_Movement_Track_Repeat(kActorRachael);
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break;
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case 400:
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Actor_Put_In_Set(kActorRachael, kSetFreeSlotG);
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Actor_Set_At_Waypoint(kActorRachael, 39, 0);
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break;
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default:
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return false;
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}
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return true;
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}
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bool AIScriptRachael::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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*animation = 823;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(823) - 1) {
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_animationFrame = 0;
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}
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break;
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case 1:
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*animation = 822;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(822) - 1) {
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_animationFrame = 0;
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}
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break;
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case 2:
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if (!_animationFrame && _flag) {
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*animation = 823;
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_animationState = 0;
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} else {
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*animation = 825;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(825) - 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 3:
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*animation = 826;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(826) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 825;
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}
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break;
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case 4:
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*animation = 827;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(827) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 825;
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}
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break;
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case 5:
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*animation = 828;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(828) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 825;
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}
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break;
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case 6:
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*animation = 829;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(829) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 825;
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}
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break;
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case 7:
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*animation = 830;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(830) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 825;
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}
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break;
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case 8:
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*animation = 831;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(831) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 825;
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}
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break;
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case 9:
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*animation = 832;
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_animationFrame++;
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if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(832) - 1) {
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_animationFrame = 0;
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_animationState = 2;
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*animation = 825;
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}
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break;
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default:
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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 AIScriptRachael::ChangeAnimationMode(int mode) {
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switch (mode) {
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case 0:
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if (_animationState >= 2 && _animationState <= 9) {
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_flag = 1;
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} else {
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_animationState = 0;
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_animationFrame = 0;
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}
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break;
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case 1:
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_animationState = 1;
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_animationFrame = 0;
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break;
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case 3:
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_animationState = 2;
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_animationFrame = 0;
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_flag = 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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_flag = 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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_flag = 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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_flag = 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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_flag = 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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_flag = 0;
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break;
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case 17:
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_animationState = 8;
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_animationFrame = 0;
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_flag = 0;
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break;
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case 18:
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_animationState = 9;
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_animationFrame = 0;
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_flag = 0;
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break;
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default:
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break;
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}
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return true;
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}
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void AIScriptRachael::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 AIScriptRachael::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 AIScriptRachael::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptRachael::FledCombat() {
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// return false;
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}
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void AIScriptRachael::dialogue_start() {
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Actor_Face_Actor(kActorRachael, kActorMcCoy, 1);
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Loop_Actor_Walk_To_Actor(kActorRachael, kActorMcCoy, 84, 0, 0);
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Actor_Says(kActorRachael, 0, 15);
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Actor_Says(kActorMcCoy, 2740, 13);
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Actor_Says(kActorRachael, 10, 14);
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Actor_Says(kActorMcCoy, 2745, 13);
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Actor_Says(kActorRachael, 20, 12);
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Actor_Says_With_Pause(kActorMcCoy, 2750, 1.5f, 3);
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Actor_Says(kActorRachael, 30, 13);
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Actor_Says(kActorRachael, 40, 15);
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}
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void AIScriptRachael::dialogue_agenda1() {
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Actor_Says(kActorMcCoy, 2795, 13);
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Actor_Says(kActorRachael, 140, 15);
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Actor_Says(kActorMcCoy, 2800, 12);
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Actor_Says(kActorRachael, 150, 16);
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Actor_Says(kActorMcCoy, 2805, 18);
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Actor_Says(kActorRachael, 160, 14);
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Actor_Says(kActorRachael, 170, 13);
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Actor_Says(kActorMcCoy, 2810, 14);
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Actor_Says(kActorRachael, 180, 13);
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Actor_Says(kActorMcCoy, 2815, 12);
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Actor_Says(kActorMcCoy, 2820, 13);
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Actor_Says(kActorRachael, 190, 15);
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Actor_Says(kActorMcCoy, 2825, 12);
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Actor_Says(kActorRachael, 200, 15);
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Actor_Says(kActorMcCoy, 2830, 14);
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Actor_Says(kActorRachael, 210, 15);
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Actor_Says(kActorRachael, 220, 16);
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Actor_Says(kActorMcCoy, 2835, 13);
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Actor_Says(kActorRachael, 230, 14);
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Actor_Says(kActorMcCoy, 2840, 12);
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Actor_Says(kActorRachael, 240, 13);
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Actor_Says(kActorRachael, 250, 15);
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Actor_Says(kActorRachael, 260, 16);
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Actor_Says(kActorMcCoy, 2845, 13);
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Actor_Says(kActorRachael, 270, 13);
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Actor_Says(kActorRachael, 280, 14);
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Actor_Says(kActorMcCoy, 2850, 13);
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Actor_Says(kActorRachael, 290, 14);
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Actor_Says_With_Pause(kActorRachael, 300, 1.0f, 3);
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Actor_Says(kActorMcCoy, 2860, 14);
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}
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void AIScriptRachael::dialogue_agenda2() {
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Actor_Says(kActorRachael, 50, 15);
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Actor_Says(kActorMcCoy, 2765, 16);
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Actor_Says(kActorMcCoy, 2770, 17);
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Actor_Says(kActorRachael, 60, 14);
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Actor_Says(kActorMcCoy, 2775, 16);
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Actor_Says(kActorRachael, 70, 13);
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Actor_Says(kActorRachael, 80, 14);
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Actor_Says(kActorRachael, 90, 15);
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Actor_Says(kActorMcCoy, 2780, 17);
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Actor_Says(kActorRachael, 100, 16);
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Actor_Says(kActorRachael, 110, 15);
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Actor_Says(kActorMcCoy, 2785, 17);
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Actor_Says(kActorRachael, 120, 13);
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Actor_Says(kActorMcCoy, 2790, 16);
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Actor_Says(kActorRachael, 130, 14);
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Actor_Says_With_Pause(kActorRachael, 300, 1.0f, 3);
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Actor_Says(0, 2860, 14);
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}
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// Not used in the game
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void AIScriptRachael::dialogue_agenda3() {
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Actor_Says(kActorMcCoy, 2865, 3);
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Actor_Says(kActorRachael, 320, 3);
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Actor_Says(kActorRachael, 330, 3);
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Actor_Says(kActorMcCoy, 2870, 3);
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Actor_Says(kActorRachael, 340, 3);
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Actor_Says(kActorMcCoy, 2875, 3);
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Actor_Says(kActorRachael, 350, 3);
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Actor_Says(kActorMcCoy, 2880, 3);
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Actor_Says(kActorMcCoy, 2885, 3);
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Actor_Says(kActorRachael, 360, 3);
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Actor_Says(kActorRachael, 370, 3);
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Actor_Says(kActorMcCoy, 2890, 3);
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Actor_Says(kActorRachael, 380, 3);
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Actor_Says(kActorRachael, 390, 3);
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Actor_Says(kActorRachael, 400, 3);
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Actor_Says(kActorMcCoy, 2895, 3);
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Actor_Says(kActorRachael, 410, 3);
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Actor_Says(kActorMcCoy, 2900, 3);
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Actor_Says(kActorRachael, 420, 3);
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Actor_Says(kActorMcCoy, 2905, 3);
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Actor_Says(kActorRachael, 430, 3);
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Actor_Says(kActorRachael, 440, 3);
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Actor_Says(kActorMcCoy, 2910, 3);
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Actor_Says(kActorMcCoy, 2920, 3);
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Actor_Says(kActorRachael, 450, 3);
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Actor_Says(kActorMcCoy, 2925, 3);
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Actor_Says(kActorMcCoy, 2930, 3);
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Actor_Says(kActorRachael, 460, 3);
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Actor_Says(kActorMcCoy, 2935, 3);
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Actor_Says(kActorRachael, 470, 3);
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}
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} // End of namespace BladeRunner
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