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

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