/* 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 { AIScriptGeneralDoll::AIScriptGeneralDoll(BladeRunnerEngine *vm) : AIScriptBase(vm) { _flag = 0; } void AIScriptGeneralDoll::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _flag = 0; Actor_Put_In_Set(kActorGeneralDoll, kSetFreeSlotG); Actor_Set_At_Waypoint(kActorGeneralDoll, 39, 0); Actor_Set_Goal_Number(kActorGeneralDoll, 100); } bool AIScriptGeneralDoll::Update() { if (Global_Variable_Query(kVariableChapter) == 2 && Actor_Query_Goal_Number(kActorGeneralDoll) <= 101 && Player_Query_Current_Scene() == kSceneBB05 ) { Actor_Set_Goal_Number(kActorGeneralDoll, 101); return true; } if (Global_Variable_Query(kVariableChapter) == 3 && Actor_Query_Goal_Number(kActorGeneralDoll) < 200 ) { return true; } return false; } void AIScriptGeneralDoll::TimerExpired(int timer) { if (timer == kActorTimerAIScriptCustomTask2) { Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie); Actor_Change_Animation_Mode(kActorGeneralDoll, kAnimationModeDie); AI_Countdown_Timer_Reset(kActorGeneralDoll, kActorTimerAIScriptCustomTask2); return; //true; } return; //false; } void AIScriptGeneralDoll::CompletedMovementTrack() { switch (Actor_Query_Goal_Number(kActorGeneralDoll)) { case 101: if (Player_Query_Current_Scene() == kSceneBB05) { switch (Random_Query(0, 5)) { case 0: Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 0, 80, 0, 0, 0); break; case 1: Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 10, 80, 0, 0, 0); break; case 2: Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 20, 80, 0, 0, 0); break; case 3: Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 30, 80, 0, 0, 0); break; case 4: Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 40, 80, 0, 0, 0); break; case 5: Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 50, 80, 0, 0, 0); break; } Actor_Set_Goal_Number(kActorGeneralDoll, 102); } else { Actor_Set_Goal_Number(kActorGeneralDoll, 103); } return; //true; case 102: Actor_Set_Goal_Number(kActorGeneralDoll, 103); return; //true; case 103: Actor_Set_Goal_Number(kActorGeneralDoll, 101); return; //true; case 200: Actor_Set_Goal_Number(kActorGeneralDoll, 201); return; //true; case 201: Actor_Set_Goal_Number(kActorGeneralDoll, 200); return; //true; } return; //false } void AIScriptGeneralDoll::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptGeneralDoll::ClickedByPlayer() { Actor_Face_Actor(kActorMcCoy, kActorGeneralDoll, true); Actor_Voice_Over(30, kActorVoiceOver); Actor_Voice_Over(40, kActorVoiceOver); } void AIScriptGeneralDoll::EnteredScene(int sceneId) { // return false; } void AIScriptGeneralDoll::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptGeneralDoll::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptGeneralDoll::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptGeneralDoll::ShotAtAndMissed() { // return false; } bool AIScriptGeneralDoll::ShotAtAndHit() { AI_Movement_Track_Flush(kActorGeneralDoll); Global_Variable_Increment(kVariableGeneralDollShot, 1); if (!Game_Flag_Query(kFlagGeneralDollShot) && Global_Variable_Query(kVariableGeneralDollShot) == 1 ) { Sound_Play(kSfxSERVOD1, 100, 0, 0, 50); Game_Flag_Set(kFlagGeneralDollShot); Actor_Set_Goal_Number(kActorGeneralDoll, 104); ChangeAnimationMode(kAnimationModeDie); Actor_Set_Targetable(kActorGeneralDoll, false); } return false; } void AIScriptGeneralDoll::Retired(int byActorId) { // return false; } int AIScriptGeneralDoll::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptGeneralDoll::GoalChanged(int currentGoalNumber, int newGoalNumber) { switch (newGoalNumber) { case 100: AI_Movement_Track_Flush(kActorGeneralDoll); AI_Movement_Track_Append(kActorGeneralDoll, 39, 0); AI_Movement_Track_Repeat(kActorGeneralDoll); break; case 101: AI_Movement_Track_Flush(kActorGeneralDoll); AI_Movement_Track_Append(kActorGeneralDoll, 196, 0); AI_Movement_Track_Repeat(kActorGeneralDoll); break; case 102: AI_Movement_Track_Flush(kActorGeneralDoll); AI_Movement_Track_Append(kActorGeneralDoll, 197, 0); AI_Movement_Track_Repeat(kActorGeneralDoll); break; case 103: AI_Movement_Track_Flush(kActorGeneralDoll); if (Random_Query(1, 2) == 1) { AI_Movement_Track_Append(kActorGeneralDoll, 198, 0); AI_Movement_Track_Append(kActorGeneralDoll, 329, 0); AI_Movement_Track_Append(kActorGeneralDoll, 328, 0); AI_Movement_Track_Append(kActorGeneralDoll, 330, 0); AI_Movement_Track_Append(kActorGeneralDoll, 331, 0); AI_Movement_Track_Append(kActorGeneralDoll, 335, 0); AI_Movement_Track_Append(kActorGeneralDoll, 139, 0); AI_Movement_Track_Append(kActorGeneralDoll, 138, 0); AI_Movement_Track_Append(kActorGeneralDoll, 137, 0); AI_Movement_Track_Append(kActorGeneralDoll, 136, 0); AI_Movement_Track_Append(kActorGeneralDoll, 135, 0); AI_Movement_Track_Append(kActorGeneralDoll, 134, 0); AI_Movement_Track_Append(kActorGeneralDoll, 326, 0); AI_Movement_Track_Append(kActorGeneralDoll, 327, 0); } else { AI_Movement_Track_Append(kActorGeneralDoll, 136, 0); AI_Movement_Track_Append(kActorGeneralDoll, 137, 0); AI_Movement_Track_Append(kActorGeneralDoll, 138, 0); AI_Movement_Track_Append(kActorGeneralDoll, 139, 0); AI_Movement_Track_Append(kActorGeneralDoll, 335, 0); AI_Movement_Track_Append(kActorGeneralDoll, 331, 0); AI_Movement_Track_Append(kActorGeneralDoll, 327, 0); AI_Movement_Track_Append(kActorGeneralDoll, 326, 0); } AI_Movement_Track_Repeat(kActorGeneralDoll); break; case 104: AI_Movement_Track_Flush(kActorGeneralDoll); break; case 106: AI_Movement_Track_Flush(kActorGeneralDoll); AI_Movement_Track_Append(kActorGeneralDoll, 196, 0); AI_Movement_Track_Append(kActorGeneralDoll, 197, 0); AI_Movement_Track_Repeat(kActorGeneralDoll); break; case 200: AI_Movement_Track_Flush(kActorGeneralDoll); Actor_Put_In_Set(kActorGeneralDoll, kSetBB05); Actor_Set_At_Waypoint(kActorGeneralDoll, 134, 0); Actor_Set_Goal_Number(kActorGeneralDoll, 201); break; case 201: AI_Movement_Track_Flush(kActorGeneralDoll); if (Random_Query(1, 2) == 1) { AI_Movement_Track_Append(kActorGeneralDoll, 198, 0); AI_Movement_Track_Append(kActorGeneralDoll, 329, 0); AI_Movement_Track_Append(kActorGeneralDoll, 328, 0); AI_Movement_Track_Append(kActorGeneralDoll, 330, 0); AI_Movement_Track_Append(kActorGeneralDoll, 331, 0); AI_Movement_Track_Append(kActorGeneralDoll, 335, 0); AI_Movement_Track_Append(kActorGeneralDoll, 139, 0); AI_Movement_Track_Append(kActorGeneralDoll, 138, 0); AI_Movement_Track_Append(kActorGeneralDoll, 137, 0); AI_Movement_Track_Append(kActorGeneralDoll, 136, 0); AI_Movement_Track_Append(kActorGeneralDoll, 135, 0); AI_Movement_Track_Append(kActorGeneralDoll, 134, 0); AI_Movement_Track_Append(kActorGeneralDoll, 326, 0); AI_Movement_Track_Append(kActorGeneralDoll, 327, 0); } else { AI_Movement_Track_Append(kActorGeneralDoll, 136, 0); AI_Movement_Track_Append(kActorGeneralDoll, 137, 0); AI_Movement_Track_Append(kActorGeneralDoll, 138, 0); AI_Movement_Track_Append(kActorGeneralDoll, 139, 0); AI_Movement_Track_Append(kActorGeneralDoll, 335, 0); AI_Movement_Track_Append(kActorGeneralDoll, 331, 0); AI_Movement_Track_Append(kActorGeneralDoll, 327, 0); AI_Movement_Track_Append(kActorGeneralDoll, 326, 0); } AI_Movement_Track_Repeat(kActorGeneralDoll); break; case 299: AI_Movement_Track_Flush(kActorGeneralDoll); break; default: return false; } return true; } bool AIScriptGeneralDoll::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = 834; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(834)) { _animationFrame = 0; } break; case 1: *animation = 835; if (!_animationFrame && _flag) { *animation = 834; _animationFrame = 0; _animationState = 0; } else { _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(835)) { _animationFrame = 0; } } break; case 2: *animation = 833; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(833)) { _animationFrame = 0; } break; case 3: *animation = 837; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(837)) { *animation = 834; _animationFrame = 0; _animationState = 0; } break; case 4: *animation = 836; if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(836) - 1) { _animationFrame++; } break; default: break; } *frame = _animationFrame; return true; } bool AIScriptGeneralDoll::ChangeAnimationMode(int mode) { switch (mode) { case 0: if (_animationState == 1) { _flag = 1; } else { _animationState = 0; _animationFrame = 0; } break; case 1: _animationState = 2; _animationFrame = 0; break; case 3: _animationState = 1; _animationFrame = 0; _flag = 0; break; case 43: _animationState = 3; _animationFrame = 0; break; case kAnimationModeDie: _animationState = 4; _animationFrame = 0; break; } return true; } void AIScriptGeneralDoll::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptGeneralDoll::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptGeneralDoll::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptGeneralDoll::FledCombat() { // return false; } } // End of namespace BladeRunner