/* 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 { void AIScriptLeon::Initialize() { var_45EDA0_z = 0.0f; var_45EDA4_y = 0.0f; var_45EDA8_x = 0.0f; var_45EDAC = 0; _animationStateNext = 0; _animationNext = 0; _animationFrame = 0; _animationState = 0; } bool AIScriptLeon::Update() { int goalNumber = Actor_Query_Goal_Number(kActorLeon); if (goalNumber == 3) { Actor_Set_Goal_Number(kActorLeon, 4); return true; } if (goalNumber == 5) { if (Player_Query_Combat_Mode() == 1) { Actor_Set_Goal_Number(kActorLeon, 7); return true; } if (Actor_Query_Inch_Distance_From_Actor(kActorLeon, 0) <= 36 && !Player_Query_Combat_Mode()) { Actor_Set_Goal_Number(kActorLeon, 6); return true; } if (sub_446700(kActorLeon, var_45EDA8_x, var_45EDA4_y, var_45EDA0_z) > 12.0f) { Actor_Query_XYZ(kActorMcCoy, &var_45EDA8_x, &var_45EDA4_y, &var_45EDA0_z); Async_Actor_Walk_To_XYZ(kActorLeon, var_45EDA8_x, var_45EDA4_y, var_45EDA0_z, 24, false); } return true; } return false; } void AIScriptLeon::TimerExpired(int timer) { if (timer == 0 && Actor_Query_Goal_Number(kActorLeon) == 7) { AI_Countdown_Timer_Reset(kActorLeon, 0); Actor_Set_Goal_Number(kActorLeon, 8); } } void AIScriptLeon::CompletedMovementTrack() { if (Actor_Query_Goal_Number(kActorLeon) == 7) { AI_Countdown_Timer_Reset(kActorLeon, 0); AI_Countdown_Timer_Start(kActorLeon, 0, 8); //return true; } //return false; } void AIScriptLeon::ReceivedClue(int clueId, int fromActorId) {} void AIScriptLeon::ClickedByPlayer() { if (Actor_Query_Goal_Number(kActorLeon) == 1) { Game_Flag_Set(539); Player_Loses_Control(); Actor_Face_Actor(kActorMcCoy, kActorLeon, true); ADQ_Flush(); Actor_Says(kActorMcCoy, 495, 3); Actor_Set_Goal_Number(kActorLeon, 2); //return true; } //return false; } void AIScriptLeon::EnteredScene(int sceneId) {} void AIScriptLeon::OtherAgentEnteredThisScene(int otherActorId) { if (otherActorId == kActorMcCoy && Actor_Query_Goal_Number(kActorLeon) == 7) { AI_Countdown_Timer_Reset(kActorLeon, 0); AI_Movement_Track_Flush(kActorLeon); AI_Movement_Track_Append(kActorLeon, 353, 0); AI_Movement_Track_Repeat(kActorLeon); //return true; } ///return false; } void AIScriptLeon::OtherAgentExitedThisScene(int otherActorId) { if (otherActorId == kActorMcCoy && Actor_Query_Which_Set_In(kActorLeon) == 33) { AI_Movement_Track_Flush(kActorLeon); ADQ_Flush(); Actor_Set_Goal_Number(kActorLeon, 8); Actor_Set_Goal_Number(kActorDeskClerk, 1); //return true; } ///return false; } void AIScriptLeon::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { if (otherActorId == kActorMcCoy && combatMode == 1 && Actor_Query_Goal_Number(kActorLeon) == 1) { Game_Flag_Set(539); Player_Loses_Control(); Actor_Face_Actor(kActorMcCoy, kActorLeon, true); Actor_Says(kActorMcCoy, 500, 5); Actor_Set_Goal_Number(kActorLeon, 2); //return true; } //return false; } void AIScriptLeon::ShotAtAndMissed() {} bool AIScriptLeon::ShotAtAndHit() { if (Actor_Query_Goal_Number(kActorLeon) != 7) { Actor_Set_Goal_Number(kActorLeon, 7); } return false; } void AIScriptLeon::Retired(int byActorId) {} int AIScriptLeon::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptLeon::GoalChanged(int currentGoalNumber, int newGoalNumber) { switch (newGoalNumber) { case 8: Actor_Put_In_Set(kActorLeon, 91); AI_Movement_Track_Flush(kActorLeon); return true; case 7: Actor_Force_Stop_Walking(kActorLeon); AI_Movement_Track_Flush(kActorLeon); AI_Movement_Track_Append(kActorLeon, 351, 0); AI_Movement_Track_Append(kActorLeon, 352, 0); AI_Movement_Track_Repeat(kActorLeon); return true; case 6: Player_Loses_Control(); Actor_Says(kActorLeon, 40, 3); Actor_Says(kActorMcCoy, 510, 3); Actor_Says(kActorLeon, 50, 3); Actor_Change_Animation_Mode(kActorLeon, 6); return false; case 5: return true; case 4: Actor_Face_Actor(kActorLeon, kActorMcCoy, true); Player_Set_Combat_Mode(false); Actor_Says(kActorLeon, 30, 12); Actor_Face_Actor(kActorMcCoy, kActorLeon, true); if (Player_Query_Combat_Mode() == 1) { Player_Set_Combat_Mode(false); } Actor_Says(kActorMcCoy, 505, 23); Actor_Says(kActorLeon, 60, 13); Player_Gains_Control(); Loop_Actor_Walk_To_XYZ(kActorLeon, 233.0f, 349.0f, 849.0f, 0, 0, false, 0); Actor_Face_Actor(kActorLeon, 0, true); Actor_Face_Actor(kActorMcCoy, kActorLeon, true); Actor_Says(kActorMcCoy, 515, 18); Actor_Says_With_Pause(kActorLeon, 70, 0.3f, 12); Actor_Says(kActorMcCoy, 520, 15); Actor_Says(kActorLeon, 80, 12); Loop_Actor_Walk_To_XYZ(kActorLeon, 198.0f, 349.0f, 865.0f, 0, 0, false, 0); Actor_Face_Actor(kActorLeon, 0, true); Actor_Face_Actor(kActorMcCoy, kActorLeon, true); if (Actor_Clue_Query(kActorMcCoy, kClueWantedPoster)) { Actor_Says_With_Pause(kActorMcCoy, 525, 0.2f, 14); Actor_Says(kActorLeon, 90, 13); Actor_Says(kActorMcCoy, 530, 16); Actor_Set_Goal_Number(kActorLeon, 5); } else { Actor_Says_With_Pause(kActorMcCoy, 535, 0.8f, 17); Actor_Says(kActorLeon, 100, 13); Actor_Says_With_Pause(kActorMcCoy, 540, 0.0f, 19); Actor_Says(kActorLeon, 110, 3); Actor_Says(kActorMcCoy, 550, 17); Actor_Says(kActorMcCoy, 555, 18); Actor_Says(kActorLeon, 120, 13); Actor_Says(kActorMcCoy, 560, 3); Actor_Says_With_Pause(kActorLeon, 130, 0.8f, 3); Actor_Face_Current_Camera(kActorMcCoy, true); Actor_Says(kActorMcCoy, 565, 18); Actor_Face_Actor(kActorMcCoy, kActorLeon, true); Actor_Says(kActorLeon, 140, 12); Actor_Says_With_Pause(kActorMcCoy, 570, 0.0f, 17); Actor_Says_With_Pause(kActorMcCoy, 575, 1.2f, 13); Actor_Says(kActorLeon, 150, 3); Actor_Says(kActorMcCoy, 580, 3); Actor_Says(kActorLeon, 160, 13); Actor_Says(kActorLeon, 170, 12); Actor_Set_Goal_Number(kActorLeon, 7); } return true; case 2: Actor_Change_Animation_Mode(kActorLeon, 26); Actor_Change_Animation_Mode(kActorDeskClerk, 26); return true; case 1: Actor_Change_Animation_Mode(kActorDeskClerk, 72); Actor_Change_Animation_Mode(kActorLeon, 72); Actor_Put_In_Set(kActorLeon, 31); Actor_Set_At_XYZ(kActorLeon, 264.0f, 348.52f, 827.0f, 0); Actor_Face_Actor(kActorDeskClerk, kActorLeon, true); ADQ_Add(kActorLeon, 0, 16); ADQ_Add(kActorDeskClerk, 0, 58); ADQ_Add(kActorLeon, 10, 15); ADQ_Add(kActorDeskClerk, 10, 58); ADQ_Add(kActorLeon, 20, 16); return true; case 0: Actor_Put_In_Set(kActorLeon, 91); Actor_Change_Animation_Mode(kActorLeon, 0); return true; } return false; } bool AIScriptLeon::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 10: *animation = 856; if (_animationFrame++ == 7) { Actor_Change_Animation_Mode(kActorMcCoy, 48); Actor_Retired_Here(kActorMcCoy, 12, 12, 1, -1); } if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(*animation) - 1) { *animation = 847; _animationFrame = 0; Actor_Change_Animation_Mode(kActorLeon, 0); } break; case 9: *animation = 849; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(849) - 1) { Actor_Change_Animation_Mode(kActorLeon, 0); *animation = 847; _animationFrame = 0; _animationState = 0; if (Actor_Query_Goal_Number(kActorLeon) == 2) { Actor_Set_Goal_Number(kActorLeon, 3); } } break; case 8: *animation = 854; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(854) - 1) { _animationFrame = 0; } break; case 7: *animation = 855; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(855) - 1) { _animationFrame = 0; _animationState = 6; *animation = 854; } break; case 6: if (_animationFrame == 0 && var_45EDAC != 0) { Actor_Change_Animation_Mode(kActorLeon, 72); *animation = 848; } else { *animation = 854; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(854) - 1) { _animationFrame = 0; } } break; case 5: *animation = 853; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(853) - 1) { _animationFrame = 0; _animationState = 2; *animation = 850; } break; case 4: *animation = 852; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(852) - 1) { _animationFrame = 0; _animationState = 2; *animation = 850; } break; case 3: *animation = 851; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(851) - 1) { _animationFrame = 0; _animationState = 2; *animation = 850; } break; case 2: if (!_animationFrame && var_45EDAC) { *animation = 847; _animationState = 0; } else { *animation = 850; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(850) - 1) { _animationFrame = 0; } } break; case 1: *animation = 846; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(846) - 1) { _animationFrame = 0; } break; case 0: *animation = 847; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(847) - 1) { _animationFrame = 0; } break; } *frame = _animationFrame; return true; } bool AIScriptLeon::ChangeAnimationMode(int mode) { switch (mode) { case kAnimationModeIdle: switch (_animationState) { case 2: case 3: case 4: case 5: case 6: case 7: var_45EDAC = 1; break; case 8: Actor_Change_Animation_Mode(kActorLeon, 72); break; default: _animationState = 0; _animationFrame = 0; break; } break; case kAnimationModeWalk: _animationState = 1; _animationFrame = 0; break; case 3: _animationState = 2; _animationFrame = 0; var_45EDAC = 0; break; case kAnimationModeCombatShoot: _animationState = 10; _animationFrame = 0; break; case 12: _animationState = 3; _animationFrame = 0; var_45EDAC = 0; break; case 13: _animationState = 4; _animationFrame = 0; var_45EDAC = 0; break; case 14: _animationState = 5; _animationFrame = 0; var_45EDAC = 0; break; case 15: _animationState = 6; _animationFrame = 0; var_45EDAC = 0; break; case 16: _animationState = 7; _animationFrame = 0; var_45EDAC = 0; break; case 26: _animationState = 9; _animationFrame = 0; break; case 72: if (_animationState != 8) { _animationState = 8; _animationFrame = 0; } break; } return true; } void AIScriptLeon::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptLeon::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptLeon::ReachedMovementTrackWaypoint(int waypointId) { if (waypointId == 353) { Actor_Set_Goal_Number(kActorLeon, 8); } return true; } void AIScriptLeon::FledCombat() {} float AIScriptLeon::sub_446700(int actorId, float x, float y, float z) { float actorX, actorY, actorZ; Actor_Query_XYZ(actorId, &actorX, &actorY, &actorZ); return sqrtf((z - actorZ) * (z - actorZ) + (y - actorY) * (y - actorY) + (x - actorX) * (x - actorX)); } } // End of namespace BladeRunner