/* 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 { AIScriptGaff::AIScriptGaff(BladeRunnerEngine *vm) : AIScriptBase(vm) { } void AIScriptGaff::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; Actor_Put_In_Set(kActorGaff, kSetFreeSlotC); Actor_Set_Goal_Number(kActorGaff, 0); //return false; } bool AIScriptGaff::Update() { if (Global_Variable_Query(kVariableChapter) == 2 && !Game_Flag_Query(471)) { Actor_Set_Goal_Number(kActorGaff, 100); Game_Flag_Set(471); return true; } if (Global_Variable_Query(kVariableChapter) == 4 && Actor_Query_Goal_Number(kActorGaff) < 299) { Actor_Set_Goal_Number(kActorGaff, 299); } return false; } void AIScriptGaff::TimerExpired(int timer) { if (timer == 0) { AI_Countdown_Timer_Reset(kActorGaff, 0); Actor_Set_Goal_Number(kActorGaff, 301); } //return false; } void AIScriptGaff::CompletedMovementTrack() { if (Actor_Query_Goal_Number(kActorGaff) == 3) { Actor_Face_Actor(kActorGaff, kActorMcCoy, true); Actor_Says(kActorGaff, 0, kAnimationModeTalk); Loop_Actor_Walk_To_Actor(kActorMcCoy, kActorGaff, 36, false, true); Actor_Face_Actor(kActorMcCoy, kActorGaff, true); Actor_Says(kActorMcCoy, 670, kAnimationModeTalk); Actor_Says(kActorGaff, 10, kAnimationModeTalk); Actor_Says(kActorMcCoy, 675, kAnimationModeTalk); if (Game_Flag_Query(kFlagZubenRetired)) { Actor_Says(kActorGaff, 50, kAnimationModeTalk); Actor_Says(kActorMcCoy, 695, kAnimationModeTalk); Actor_Says(kActorGaff, 60, kAnimationModeTalk); Actor_Says(kActorMcCoy, 700, kAnimationModeTalk); Actor_Says(kActorGaff, 70, kAnimationModeTalk); Actor_Clue_Acquire(kActorGaff, kClueMcCoyRetiredZuben, 1, -1); } else { Actor_Says(kActorGaff, 80, kAnimationModeTalk); Actor_Says(kActorGaff, 90, kAnimationModeTalk); Actor_Says(kActorMcCoy, 705, kAnimationModeTalk); Actor_Says(kActorGaff, 100, kAnimationModeTalk); Actor_Clue_Acquire(kActorGaff, kClueMcCoyLetZubenEscape, 1, -1); } Actor_Says(kActorGaff, 20, kAnimationModeTalk); Actor_Says(kActorMcCoy, 680, kAnimationModeTalk); Actor_Says(kActorGaff, 30, kAnimationModeTalk); Actor_Says(kActorMcCoy, 685, kAnimationModeTalk); Actor_Says(kActorGaff, 40, kAnimationModeTalk); Actor_Says(kActorMcCoy, 690, kAnimationModeTalk); Actor_Clue_Acquire(kActorMcCoy, kClueGaffsInformation, 1, kActorGaff); CDB_Set_Crime(kClueZuben, kCrimeMoonbusHijacking); Actor_Clue_Acquire(kActorGaff, kClueMcCoyRetiredZuben, 1, -1); Game_Flag_Set(64); Player_Gains_Control(); Actor_Set_Goal_Number(kActorGaff, 4); } if (Actor_Query_Goal_Number(kActorGaff) == 2) { Actor_Set_Goal_Number(kActorGaff, 10); } if (Actor_Query_Goal_Number(kActorGaff) == 100) { Actor_Set_Goal_Number(kActorGaff, 101); return;// true; } if (Actor_Query_Goal_Number(kActorGaff) == 101) { Actor_Set_Goal_Number(kActorGaff, 102); return;// true; } if (Actor_Query_Goal_Number(kActorGaff) == 102) { Actor_Set_Goal_Number(kActorGaff, 101); return;// true; } // return false; } void AIScriptGaff::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptGaff::ClickedByPlayer() { if ((Global_Variable_Query(kVariableChapter) == 2 || Global_Variable_Query(kVariableChapter) == 3) && Game_Flag_Query(471)){ AI_Movement_Track_Pause(kActorGaff); Actor_Face_Actor(kActorMcCoy, kActorGaff, true); Actor_Face_Actor(kActorGaff, kActorMcCoy, true); if (Random_Query(1, 3) == 1) { Actor_Says(kActorMcCoy, 3970, 14); Actor_Says(kActorGaff, 100, 13); AI_Movement_Track_Unpause(kActorGaff); } else if (Random_Query(1, 3) == 2) { Actor_Says(kActorMcCoy, 3970, 14); Actor_Says(kActorGaff, 110, 13); } else { Actor_Says(kActorMcCoy, 3970, 14); Actor_Says(kActorGaff, 180, 13); } AI_Movement_Track_Unpause(kActorGaff); // return true; } // return false; } void AIScriptGaff::EnteredScene(int sceneId) { // return false; } void AIScriptGaff::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptGaff::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptGaff::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { if (otherActorId == kActorMcCoy && combatMode == 1 && Global_Variable_Query(kVariableChapter) == 4 && Actor_Query_In_Set(kActorMcCoy, kSetMA07) && Actor_Query_Goal_Number(kActorGaff) == 300) { AI_Countdown_Timer_Reset(kActorGaff, 0); Actor_Set_Goal_Number(kActorGaff, 303); } // return false; } void AIScriptGaff::ShotAtAndMissed() { // return false; } bool AIScriptGaff::ShotAtAndHit() { return false; } void AIScriptGaff::Retired(int byActorId) { // return false; } int AIScriptGaff::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptGaff::GoalChanged(int currentGoalNumber, int newGoalNumber) { switch (newGoalNumber) { case 1: Actor_Put_In_Set(kActorGaff, kSetCT01_CT12); Actor_Set_At_Waypoint(kActorGaff, 43, 0); return true; case 2: AI_Movement_Track_Append(kActorGaff, 123, 1); AI_Movement_Track_Repeat(kActorGaff); return true; case 3: Player_Loses_Control(); AI_Movement_Track_Flush(kActorGaff); AI_Movement_Track_Append(kActorGaff, 124, 0); AI_Movement_Track_Append(kActorGaff, 126, 0); AI_Movement_Track_Repeat(kActorGaff); return true; case 4: AI_Movement_Track_Flush(kActorGaff); AI_Movement_Track_Append(kActorGaff, 124, 0); AI_Movement_Track_Append(kActorGaff, 35, 0); AI_Movement_Track_Repeat(kActorGaff); return true; case 5: AI_Movement_Track_Flush(kActorGaff); AI_Movement_Track_Append(kActorGaff, 35, 90); AI_Movement_Track_Repeat(kActorGaff); return true; case 10: Game_Flag_Reset(kFlagGaffSpinnerCT12); Scene_Loop_Set_Default(2); Scene_Loop_Start_Special(2, 6, true); return true; case 100: AI_Movement_Track_Flush(kActorGaff); AI_Movement_Track_Append(kActorGaff, 35, 300); AI_Movement_Track_Repeat(kActorGaff); return true; case 101: { AI_Movement_Track_Flush(kActorGaff); AI_Movement_Track_Append(kActorGaff, 82, 1); AI_Movement_Track_Append(kActorGaff, 76, 1); AI_Movement_Track_Append(kActorGaff, 78, 1); int rnd = Random_Query(1, 3); if (rnd == 1) { AI_Movement_Track_Append(kActorGaff, 271, 0); AI_Movement_Track_Append(kActorGaff, 272, 0); AI_Movement_Track_Append(kActorGaff, 273, 0); } else if (rnd == 2) { AI_Movement_Track_Append(kActorGaff, 273, 0); AI_Movement_Track_Append(kActorGaff, 272, 0); AI_Movement_Track_Append(kActorGaff, 271, 0); } else if (rnd == 3) { AI_Movement_Track_Append(kActorGaff, 272, 0); AI_Movement_Track_Append(kActorGaff, 273, 0); } AI_Movement_Track_Append(kActorGaff, 274, 0); AI_Movement_Track_Append(kActorGaff, 275, 0); AI_Movement_Track_Repeat(kActorGaff); } return true; case 102: AI_Movement_Track_Flush(kActorGaff); AI_Movement_Track_Append(kActorGaff, 35, 90); AI_Movement_Track_Repeat(kActorGaff); return true; case 299: AI_Movement_Track_Flush(kActorGaff); Actor_Put_In_Set(kActorGaff, kSetFreeSlotC); Actor_Set_At_Waypoint(kActorGaff, 35, 0); return true; case 300: Player_Loses_Control(); Actor_Put_In_Set(kActorGaff, kSetMA07); Actor_Set_At_XYZ(kActorGaff, -102.54f, -172.43f, 463.18f, 1015); Actor_Set_Goal_Number(kActorGaff, 301); return true; case 301: Game_Flag_Set(648); Actor_Face_Actor(kActorGaff, kActorMcCoy, true); Actor_Says(kActorGaff, 110, 12); Actor_Face_Actor(kActorMcCoy, kActorGaff, true); Actor_Says(kActorMcCoy, 2945, 14); Loop_Actor_Walk_To_Actor(kActorGaff, kActorMcCoy, 180, false, false); Actor_Says(kActorGaff, 120, 16); Actor_Says(kActorGaff, 130, 13); Actor_Says(kActorMcCoy, 2950, kAnimationModeTalk); Actor_Says(kActorMcCoy, 2955, 16); Actor_Says_With_Pause(kActorGaff, 140, 1.0f, 14); Loop_Actor_Walk_To_Actor(kActorMcCoy, kActorGaff, 36, false, false); Actor_Says(kActorGaff, 150, kAnimationModeTalk); Actor_Says(kActorMcCoy, 2960, 12); Actor_Says_With_Pause(kActorGaff, 160, 1.0f, 16); Actor_Says(kActorMcCoy, 2965, 13); Actor_Says_With_Pause(kActorGaff, 170, 1.0f, kAnimationModeTalk); Actor_Says_With_Pause(kActorGaff, 180, 1.0f, 12); Actor_Says(kActorGaff, 190, 14); Actor_Says(kActorGaff, 200, 15); Async_Actor_Walk_To_XYZ(kActorGaff, -388.44f, -162.8f, 165.08f, false, false); Delay(4000); Player_Gains_Control(); Actor_Start_Speech_Sample(kActorGaff, 210); Actor_Set_Goal_Number(kActorGaff, 302); return true; case 302: return true; case 303: Actor_Face_Actor(kActorGaff, kActorMcCoy, 1); Actor_Change_Animation_Mode(kActorGaff, kAnimationModeCombatAttack); Sound_Play(27, 100, 0, 0, 50); Actor_Change_Animation_Mode(kActorMcCoy, 48); Actor_Retired_Here(kActorMcCoy, 12, 12, 1, -1); return true; case 499: AI_Movement_Track_Flush(kActorGaff); Actor_Put_In_Set(kActorGaff, kSetKP05_KP06); Actor_Set_At_XYZ(kActorGaff, -782.15f, 8.26f, -263.64f, 52); return true; } return false; } bool AIScriptGaff::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = 794; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(794)) { _animationFrame = 0; } break; case 1: *animation = 788; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(788)) { _animationFrame = 0; } break; case 2: *animation = 798; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(798)) { _animationFrame = 0; } break; case 3: *animation = 799; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(799)) { _animationState = 2; _animationFrame = 0; *animation = 798; } break; case 4: *animation = 800; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(800)) { _animationState = 2; _animationFrame = 0; *animation = 798; } break; case 5: *animation = 801; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(801)) { _animationState = 2; _animationFrame = 0; *animation = 798; } break; case 6: *animation = 800; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(800)) { _animationState = 2; _animationFrame = 0; *animation = 798; } break; case 7: *animation = 801; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(801)) { _animationState = 2; _animationFrame = 0; *animation = 798; } break; case 8: *animation = 802; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(35)) { Actor_Set_Invisible(kActorGaff, true); *animation = 794; _animationFrame = 0; Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle); // TODO: check this, it was set directly by calling actor script Actor_Set_Goal_Number(kActorGaff, 5); } break; default: *animation = 399; break; } *frame = _animationFrame; return true; } bool AIScriptGaff::ChangeAnimationMode(int mode) { switch (mode) { case kAnimationModeIdle: _animationState = 0; _animationFrame = 0; break; case kAnimationModeWalk: if (_animationState != 1) { _animationState = 1; _animationFrame = 0; } break; case kAnimationModeTalk: _animationState = 2; _animationFrame = 0; break; case 12: _animationState = 3; _animationFrame = 0; break; case 13: _animationState = 4; _animationFrame = 0; break; case 14: _animationState = 5; _animationFrame = 0; break; case 15: _animationState = 6; _animationFrame = 0; break; case 16: _animationState = 7; _animationFrame = 0; break; case 41: _animationState = 8; _animationFrame = 0; break; } return true; } void AIScriptGaff::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptGaff::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptGaff::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptGaff::FledCombat() { // return false; } } // End of namespace BladeRunner