aboutsummaryrefslogtreecommitdiff
path: root/engines/bladerunner/script/ai/transient.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/bladerunner/script/ai/transient.cpp')
-rw-r--r--engines/bladerunner/script/ai/transient.cpp562
1 files changed, 562 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ai/transient.cpp b/engines/bladerunner/script/ai/transient.cpp
new file mode 100644
index 0000000000..4aa5a189f9
--- /dev/null
+++ b/engines/bladerunner/script/ai/transient.cpp
@@ -0,0 +1,562 @@
+/* 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 {
+
+AIScriptTransient::AIScriptTransient(BladeRunnerEngine *vm) : AIScriptBase(vm) {
+}
+
+void AIScriptTransient::Initialize() {
+ _animationFrame = 0;
+ _animationState = 0;
+ _animationStateNext = 0;
+ _animationNext = 0;
+
+ Actor_Put_In_Set(kActorTransient, kSetCT03_CT04);
+ Actor_Set_At_XYZ(kActorTransient, -171.41, -621.3, 736.52, 580);
+ Actor_Set_Goal_Number(kActorTransient, 0);
+ Actor_Set_Targetable(kActorTransient, 1);
+}
+
+bool AIScriptTransient::Update() {
+ if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Which_Set_In(kActorTransient) != 97) {
+ Actor_Put_In_Set(kActorTransient, kSetFreeSlotG);
+ Actor_Set_At_Waypoint(kActorTransient, 39, 0);
+ }
+ if ((!Actor_Query_Goal_Number(kActorTransient) || Actor_Query_Goal_Number(kActorTransient) == 10)
+ && Global_Variable_Query(kVariableChapter) == 2) {
+ Actor_Set_Goal_Number(kActorTransient, 200);
+ }
+ if (Game_Flag_Query(169) && Game_Flag_Query(170) && !Game_Flag_Query(171) && !Game_Flag_Query(172)
+ && Global_Variable_Query(kVariableChapter) == 3) {
+ Game_Flag_Set(172);
+ }
+ if (Game_Flag_Query(171) == 1 && Actor_Query_Goal_Number(kActorTransient) != 6
+ && Actor_Query_Goal_Number(kActorTransient) != 599
+ && Global_Variable_Query(kVariableChapter) < 4) {
+ Actor_Set_Goal_Number(kActorTransient, 6);
+ }
+ if (Player_Query_Current_Scene() == 16 && !Game_Flag_Query(492)) {
+ Game_Flag_Set(492);
+ AI_Countdown_Timer_Reset(kActorTransient, 1);
+ AI_Countdown_Timer_Start(kActorTransient, 1, 12);
+ }
+
+ return false;
+}
+
+void AIScriptTransient::TimerExpired(int timer) {
+ if (timer <= 1) {
+ if (timer) {
+ if (!Actor_Query_Goal_Number(kActorTransient)) {
+ Actor_Set_Goal_Number(kActorTransient, 10);
+ Actor_Change_Animation_Mode(kActorTransient, 0);
+ }
+ Actor_Set_Goal_Number(kActorTransient, 10);
+ Actor_Set_Targetable(kActorTransient, 0);
+ AI_Countdown_Timer_Reset(kActorTransient, 1);
+ } else if (Actor_Query_Goal_Number(kActorTransient) == 395 && Actor_Query_Which_Set_In(kActorMcCoy) == 85) {
+ AI_Countdown_Timer_Start(kActorTransient, 0, Random_Query(20, 10));
+ switch (Random_Query(1, 3) - 1) {
+ case 0:
+ Sound_Play(356, 50, 0, 0, 50);
+ break;
+ case 1:
+ Sound_Play(357, 50, 0, 0, 50);
+ break;
+ case 2:
+ Sound_Play(358, 50, 0, 0, 50);
+ break;
+ default:
+ break;
+ }
+ } else if (Actor_Query_Goal_Number(kActorTransient) != 599) {
+ Actor_Set_Goal_Number(kActorTransient, 391);
+ AI_Countdown_Timer_Reset(kActorTransient, 0);
+ }
+ }
+}
+
+void AIScriptTransient::CompletedMovementTrack() {
+ //return false;
+}
+
+void AIScriptTransient::ReceivedClue(int clueId, int fromActorId) {
+ //return false;
+}
+
+void AIScriptTransient::ClickedByPlayer() {
+ //return false;
+}
+
+void AIScriptTransient::EnteredScene(int sceneId) {
+ // return false;
+}
+
+void AIScriptTransient::OtherAgentEnteredThisScene(int otherActorId) {
+ // return false;
+}
+
+void AIScriptTransient::OtherAgentExitedThisScene(int otherActorId) {
+ // return false;
+}
+
+void AIScriptTransient::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
+ // return false;
+}
+
+void AIScriptTransient::ShotAtAndMissed() {
+ // return false;
+}
+
+bool AIScriptTransient::ShotAtAndHit() {
+ Actor_Set_Frame_Rate_FPS(kActorTransient, 8);
+ if (Game_Flag_Query(716))
+ _animationState = 11;
+ else
+ _animationState = 14;
+
+ _animationFrame = 0;
+
+ Actor_Set_Targetable(kActorTransient, 0);
+ if (Global_Variable_Query(kVariableChapter) < 4)
+ Actor_Set_Goal_Number(kActorTransient, 3);
+ else
+ Actor_Set_Goal_Number(kActorTransient, 599);
+
+ Game_Flag_Set(169);
+
+ return false;
+}
+
+void AIScriptTransient::Retired(int byActorId) {
+ Actor_Set_Goal_Number(kActorTransient, 599);
+
+ if (Global_Variable_Query(kVariableChapter) == 4)
+ Game_Flag_Set(607);
+}
+
+int AIScriptTransient::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
+ return 0;
+}
+
+bool AIScriptTransient::GoalChanged(int currentGoalNumber, int newGoalNumber) {
+ switch (newGoalNumber) {
+ case 2:
+ AI_Movement_Track_Flush(kActorTransient);
+ AI_Movement_Track_Append(kActorTransient, 51, 0);
+ AI_Movement_Track_Append(kActorTransient, 105, 0);
+ AI_Movement_Track_Append(kActorTransient, 42, 1);
+ AI_Movement_Track_Repeat(kActorTransient);
+
+ return true;
+ case 6:
+ AI_Movement_Track_Flush(kActorTransient);
+ AI_Movement_Track_Append(kActorTransient, 41, 10);
+ AI_Movement_Track_Repeat(kActorTransient);
+
+ return true;
+ case 200:
+ Actor_Put_In_Set(kActorTransient, kSetFreeSlotH);
+ Actor_Set_At_Waypoint(kActorTransient, 40, 0);
+
+ return true;
+ case 390:
+ Actor_Put_In_Set(kActorTransient, kSetUG13);
+ Actor_Set_At_XYZ(kActorTransient, -310.0, 55.0, -350.0, 400);
+ Actor_Change_Animation_Mode(kActorTransient, 53);
+ Actor_Set_Targetable(kActorTransient, 1);
+ Game_Flag_Set(716);
+
+ return true;
+ case 391:
+ Actor_Change_Animation_Mode(kActorTransient, 53);
+ return true;
+ case 395:
+ Actor_Change_Animation_Mode(kActorTransient, 55);
+ AI_Countdown_Timer_Start(kActorTransient, 0, Random_Query(30, 40));
+
+ return true;
+ case 599:
+ AI_Countdown_Timer_Reset(kActorTransient, 0);
+ return true;
+ }
+
+ return false;
+}
+
+bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
+ switch (_animationState) {
+ case 0:
+ *animation = 499;
+ _animationFrame++;
+
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(499)) {
+ _animationFrame = 0;
+ } else {
+ *animation = 497;
+
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(497))
+ _animationFrame = 0;
+ }
+ break;
+ case 1:
+ *animation = 487;
+ _animationFrame++;
+
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(487))
+ _animationFrame = 0;
+
+ break;
+ case 2:
+ *animation = 500;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(500))
+ _animationFrame = 0;
+ break;
+ case 3:
+ *animation = 501;
+ _animationFrame++;
+
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(501)) {
+ _animationState = 2;
+ _animationFrame = 0;
+ *animation = 500;
+ }
+ break;
+ case 4:
+ *animation = 502;
+ _animationFrame++;
+
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(502)) {
+ _animationState = 2;
+ _animationFrame = 0;
+ *animation = 500;
+ }
+ break;
+ case 5:
+ *animation = 503;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(503)) {
+ _animationState = 2;
+ _animationFrame = 0;
+ *animation = 500;
+ }
+ break;
+ case 6:
+ *animation = 491;
+ _animationFrame++;
+
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(491))
+ _animationFrame = 0;
+
+ break;
+ case 7:
+ *animation = 492;
+ _animationFrame++;
+
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(492)) {
+ _animationState = 6;
+ _animationFrame = 0;
+ }
+ break;
+ case 8:
+ *animation = 493;
+ _animationFrame++;
+
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(493)) {
+ _animationState = 6;
+ _animationFrame = 0;
+ }
+ break;
+ case 9:
+ *animation = 494;
+ _animationFrame++;
+
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(494)) {
+ _animationState = 6;
+ _animationFrame = 0;
+ }
+ break;
+ case 10:
+ *animation = 496;
+ _animationFrame++;
+
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(496)) {
+ _animationState = 6;
+ _animationFrame = 0;
+ }
+ break;
+ case 11:
+ *animation = 495;
+ _animationFrame++;
+
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(495)) {
+ Actor_Set_Frame_Rate_FPS(kActorTransient, 8);
+ _animationState = 12;
+ _animationFrame = Slice_Animation_Query_Number_Of_Frames(495) - 1;
+ }
+ break;
+ case 12:
+ *animation = 495;
+ _animationFrame = Slice_Animation_Query_Number_Of_Frames(495) - 1;
+ break;
+ case 14:
+ *animation = 489;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(489)) {
+ Actor_Set_Goal_Number(kActorTransient, 3);
+ _animationState = 15;
+ _animationFrame = Slice_Animation_Query_Number_Of_Frames(489) - 1;
+ Actor_Set_Targetable(kActorTransient, 0);
+ Actor_Retired_Here(kActorTransient, 120, 24, 1, -1);
+ }
+ break;
+ case 15:
+ *animation = 489;
+ _animationFrame = Slice_Animation_Query_Number_Of_Frames(489) - 1;
+ break;
+ case 16:
+ *animation = 504;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(504) - 1)
+ _animationFrame = 0;
+
+ break;
+ case 17:
+ *animation = 505;
+ _animationFrame++;
+
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(505) - 1) {
+ *animation = 497;
+ _animationFrame = 0;
+ _animationState = 0;
+ Actor_Change_Animation_Mode(kActorTransient, 0);
+
+ if (Actor_Query_Goal_Number(kActorTransient) == 10 && Player_Query_Current_Scene() == 16) {
+ Actor_Set_At_XYZ(kActorTransient, -171.41, -621.30, 728.52, 530);
+ Actor_Face_Actor(kActorTransient, kActorMcCoy, 1);
+ }
+ }
+ break;
+ case 18:
+ *animation = 491;
+ _animationFrame++;
+
+ if (_animationFrame - 1 == 4)
+ _animationState = 19;
+
+ break;
+ case 19:
+ *animation = 491;
+ _animationFrame--;
+
+ if (_animationFrame + 1 == 4)
+ _animationState = 18;
+
+ break;
+ default:
+ *animation = 399;
+ break;
+ }
+
+ *frame = _animationFrame;
+
+ return true;
+}
+
+bool AIScriptTransient::ChangeAnimationMode(int mode) {
+ if (mode != 55)
+ Actor_Set_Frame_Rate_FPS(kActorTransient, 8);
+
+ switch (mode) {
+ case 0:
+ switch (_animationState) {
+ case 0:
+ return 1;
+ case 6:
+ case 7:
+ case 8:
+ case 9:
+ case 10:
+ case 18:
+ case 19:
+ _animationState = 6;
+ _animationFrame = 0;
+ break;
+ case 16:
+ _animationState = 17;
+ _animationFrame = 0;
+ break;
+ default:
+ _animationState = 0;
+ _animationFrame = 0;
+ break;
+ }
+ break;
+
+ case 1:
+ if (_animationState != 1) {
+ _animationState = 1;
+ _animationFrame = 0;
+ }
+ break;
+ case 2:
+ case 4:
+ case 5:
+ case 6:
+ case 7:
+ case 8:
+ case 9:
+ case 10:
+ case 11:
+ case 15:
+ case 16:
+ case 17:
+ case 18:
+ case 19:
+ case 20:
+ case 22:
+ case 23:
+ case 24:
+ case 25:
+ case 26:
+ case 27:
+ case 28:
+ case 29:
+ case 39:
+ case 40:
+ case 41:
+ case 42:
+ case 43:
+ case 44:
+ case 45:
+ case 46:
+ case 47:
+ case 48:
+ case 49:
+ case 50:
+ case 51:
+ case 52:
+ return 1;
+ case 3:
+ case 30:
+ if (_animationState - 6 > 4)
+ _animationState = 2;
+ else
+ _animationState = 7;
+
+ _animationFrame = 0;
+ break;
+ case 12:
+ case 31:
+ if (_animationState == 6)
+ _animationState = 8;
+ else
+ _animationState = 3;
+
+ _animationFrame = 0;
+ break;
+ case 13:
+ case 32:
+ if (_animationState == 6)
+ _animationState = 9;
+ else
+ _animationState = 4;
+
+ _animationFrame = 0;
+ break;
+ case 14:
+ case 33:
+ case 34:
+ case 35:
+ case 36:
+ case 37:
+ if (_animationState == 6)
+ _animationState = 10;
+ else
+ _animationState = 5;
+
+ _animationFrame = 0;
+ break;
+ case 21:
+ if (Game_Flag_Query(716))
+ _animationState = 11;
+ else
+ _animationState = 14;
+
+ _animationFrame = 0;
+ break;
+ case 38:
+ _animationState = 16;
+ _animationFrame = 0;
+ break;
+ case 53:
+ case 54:
+ _animationState = 6;
+ _animationFrame = 0;
+ break;
+ case 55:
+ if (_animationState == 6) {
+ Actor_Set_Frame_Rate_FPS(kActorTransient, 4);
+ _animationState = 18;
+ _animationFrame = 3;
+ }
+ break;
+ case 89:
+ _animationState = 12;
+ _animationFrame = Slice_Animation_Query_Number_Of_Frames(495) - 1;
+
+ break;
+
+ default:
+ break;
+ }
+
+ return true;
+}
+
+void AIScriptTransient::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
+ *animationState = _animationState;
+ *animationFrame = _animationFrame;
+ *animationStateNext = _animationStateNext;
+ *animationNext = _animationNext;
+}
+
+void AIScriptTransient::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
+ _animationState = animationState;
+ _animationFrame = animationFrame;
+ _animationStateNext = animationStateNext;
+ _animationNext = animationNext;
+}
+
+bool AIScriptTransient::ReachedMovementTrackWaypoint(int waypointId) {
+ return true;
+}
+
+void AIScriptTransient::FledCombat() {
+ // return false;
+}
+
+} // End of namespace BladeRunner