/* 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 { AIScriptHolloway::AIScriptHolloway(BladeRunnerEngine *vm) : AIScriptBase(vm) { _flag = 0; } void AIScriptHolloway::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _flag = 0; Actor_Set_Goal_Number(kActorHolloway, 0); } bool AIScriptHolloway::Update() { if (Actor_Query_Goal_Number(kActorHolloway) == 256) Actor_Set_Goal_Number(kActorHolloway, 257); return false; } void AIScriptHolloway::TimerExpired(int timer) { if (!timer) { AI_Countdown_Timer_Reset(kActorHolloway, 0); if (Global_Variable_Query(40) == 1) { Player_Gains_Control(); } Actor_Set_Goal_Number(kActorHolloway, 251); } } void AIScriptHolloway::CompletedMovementTrack() { if (Actor_Query_Goal_Number(kActorHolloway) < 245 && Actor_Query_Goal_Number(kActorHolloway) > 239) { Loop_Actor_Walk_To_Actor(kActorHolloway, 0, 24, 0, 0); Actor_Set_Goal_Number(kActorHolloway, 250); } } void AIScriptHolloway::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptHolloway::ClickedByPlayer() { //return false; } void AIScriptHolloway::EnteredScene(int sceneId) { // return false; } void AIScriptHolloway::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptHolloway::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptHolloway::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { if (otherActorId == kActorMcCoy && Actor_Query_Goal_Number(kActorHolloway) == 250) { AI_Countdown_Timer_Reset(kActorHolloway, 0); Actor_Set_Goal_Number(kActorHolloway, 255); } } void AIScriptHolloway::ShotAtAndMissed() { // return false; } bool AIScriptHolloway::ShotAtAndHit() { return false; } void AIScriptHolloway::Retired(int byActorId) { // return false; } int AIScriptHolloway::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptHolloway::GoalChanged(int currentGoalNumber, int newGoalNumber) { switch (newGoalNumber) { case 240: Actor_Put_In_Set(kActorHolloway, kSetNR07); Actor_Set_At_XYZ(kActorHolloway, -102.0f, -73.5f, -233.0f, 0); Player_Loses_Control(); AI_Movement_Track_Flush(kActorHolloway); AI_Movement_Track_Append(kActorHolloway, 336, 1); AI_Movement_Track_Repeat(kActorHolloway); break; case 241: Player_Loses_Control(); AI_Movement_Track_Flush(kActorHolloway); AI_Movement_Track_Append(kActorHolloway, 375, 0); AI_Movement_Track_Append(kActorHolloway, 376, 0); AI_Movement_Track_Repeat(kActorHolloway); break; case 242: Player_Loses_Control(); AI_Movement_Track_Flush(kActorHolloway); AI_Movement_Track_Append(kActorHolloway, 372, 0); AI_Movement_Track_Repeat(kActorHolloway); break; case 250: Scene_Exits_Disable(); Actor_Says(kActorHolloway, 20, 3); Actor_Face_Actor(kActorHolloway, 0, 1); if (Player_Query_Combat_Mode() == 1) { Actor_Set_Goal_Number(kActorHolloway, 255); } else { Actor_Says(kActorHolloway, 30, 3); Actor_Face_Actor(kActorMcCoy, kActorHolloway, 1); AI_Countdown_Timer_Reset(kActorHolloway, 0); AI_Countdown_Timer_Start(kActorHolloway, 0, 1); } break; case 251: Actor_Face_Actor(kActorMcCoy, kActorHolloway, 1); Actor_Says(kActorMcCoy, 6130, 15); Actor_Says(kActorHolloway, 40, 3); Actor_Says(kActorMcCoy, 6135, 13); Actor_Says(kActorHolloway, 50, 3); Actor_Says(kActorMcCoy, 6140, 16); Actor_Says(kActorHolloway, 60, 3); Actor_Says(kActorMcCoy, 6145, 12); Actor_Says(kActorHolloway, 70, 3); Actor_Set_Goal_Number(kActorHolloway, 255); break; case 255: Player_Loses_Control(); Actor_Change_Animation_Mode(kActorHolloway, 6); break; case 257: Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Player_Gains_Control(); Outtake_Play(kOuttakeInterrogation, 0, 1); if (Global_Variable_Query(40) == 1) { Actor_Set_Goal_Number(kActorDektora, 245); Actor_Change_Animation_Mode(kActorDektora, kAnimationModeIdle); } Player_Gains_Control(); Game_Flag_Set(616); Scene_Exits_Enable(); Actor_Set_Goal_Number(kActorSteele, 230); Actor_Put_In_Set(kActorHolloway, kSetFreeSlotI); Actor_Set_At_Waypoint(kActorHolloway, 41, 0); Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle); if (Global_Variable_Query(40) != 1) { Player_Gains_Control(); } Game_Flag_Set(kFlagUG03toUG04); Set_Enter(kSetUG04, kSceneUG04); break; default: break; } return false; } bool AIScriptHolloway::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = 717; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(717) - 1) { _animationFrame = 0; } break; case 1: *animation = 719; _animationFrame++; if (_animationFrame == 9) { Ambient_Sounds_Play_Sound(222, 90, 99, 0, 0); } if (_animationFrame == 10) { Actor_Change_Animation_Mode(kActorMcCoy, 48); } if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(719) - 1) { Actor_Change_Animation_Mode(kActorHolloway, 0); _animationFrame = 0; _animationState = 0; *animation = 717; Actor_Set_Goal_Number(kActorHolloway, 256); } break; case 2: if (!_animationFrame && _flag) { *animation = 717; _animationState = 0; } else { *animation = 720; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(720) - 1) { _animationFrame = 0; } } break; case 3: *animation = 721; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(721) - 1) { _animationFrame = 0; _animationState = 2; *animation = 720; } break; case 4: *animation = 721; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(721) - 1) { _animationFrame = 0; _animationState = 2; *animation = 720; } break; case 5: *animation = 721; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(721) - 1) { _animationFrame = 0; _animationState = 2; *animation = 720; } break; case 6: *animation = 721; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(721) - 1) { _animationFrame = 0; _animationState = 2; *animation = 720; } break; case 7: *animation = 716; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(716) - 1) { _animationFrame = 0; } break; default: break; } *frame = _animationFrame; return true; } bool AIScriptHolloway::ChangeAnimationMode(int mode) { switch (mode) { case 0: if (_animationState > 6) { _animationState = 0; _animationFrame = 0; } else { _flag = 1; } break; case 1: _animationState = 7; _animationFrame = 0; break; case 3: _animationState = 2; _animationFrame = 0; _flag = 0; break; case 6: _animationState = 1; _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; default: break; } return true; } void AIScriptHolloway::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptHolloway::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptHolloway::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptHolloway::FledCombat() { // return false; } } // End of namespace BladeRunner