From 37c2824382d74167c04b76ba0b8b780b56d29bae Mon Sep 17 00:00:00 2001 From: Eugene Sandulenko Date: Sat, 17 Mar 2018 09:53:28 +0100 Subject: BLADERUNNER: Added Luther actor --- engines/bladerunner/script/ai/luther.cpp | 439 +++++++++++++++++++++++++++++++ 1 file changed, 439 insertions(+) create mode 100644 engines/bladerunner/script/ai/luther.cpp (limited to 'engines/bladerunner/script/ai') 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 @@ -0,0 +1,439 @@ +/* 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 -- cgit v1.2.3