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-rw-r--r--engines/bladerunner/script/ai/luther.cpp439
1 files changed, 439 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ai/luther.cpp b/engines/bladerunner/script/ai/luther.cpp
new file mode 100644
index 0000000000..21df880d64
--- /dev/null
+++ b/engines/bladerunner/script/ai/luther.cpp
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+/* 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