/* 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 { AIScriptLeon::AIScriptLeon(BladeRunnerEngine *vm) : AIScriptBase(vm) { _mcCoyPositionX = 0.0f; _mcCoyPositionY = 0.0f; _mcCoyPositionZ = 0.0f; _flag = false; } void AIScriptLeon::Initialize() { _mcCoyPositionX = 0.0f; _mcCoyPositionY = 0.0f; _mcCoyPositionZ = 0.0f; _flag = false; _animationStateNext = 0; _animationNext = 0; _animationFrame = 0; _animationState = 0; } bool AIScriptLeon::Update() { int goalNumber = Actor_Query_Goal_Number(kActorLeon); if (goalNumber == kGoalLeonPrepareTalkToMcCoy) { Actor_Set_Goal_Number(kActorLeon, kGoalLeonTalkToMcCoy); return true; } if (goalNumber == kGoalLeonApproachMcCoy) { if (Player_Query_Combat_Mode()) { Actor_Set_Goal_Number(kActorLeon, kGoalLeonLeave); return true; } if ( Actor_Query_Inch_Distance_From_Actor(kActorLeon, kActorMcCoy) <= 36 && !Player_Query_Combat_Mode() ) { Actor_Set_Goal_Number(kActorLeon, kGoalLeonPunchMcCoy); return true; } if (distanceTo(kActorLeon, _mcCoyPositionX, _mcCoyPositionY, _mcCoyPositionZ) > 12.0f) { Actor_Query_XYZ(kActorMcCoy, &_mcCoyPositionX, &_mcCoyPositionY, &_mcCoyPositionZ); Async_Actor_Walk_To_XYZ(kActorLeon, _mcCoyPositionX, _mcCoyPositionY, _mcCoyPositionZ, 24, false); } return true; } return false; } void AIScriptLeon::TimerExpired(int timer) { if (timer == kActorTimerAIScriptCustomTask0 && Actor_Query_Goal_Number(kActorLeon) == kGoalLeonLeave ) { AI_Countdown_Timer_Reset(kActorLeon, kActorTimerAIScriptCustomTask0); Actor_Set_Goal_Number(kActorLeon, kGoalLeonGone); } } void AIScriptLeon::CompletedMovementTrack() { if (Actor_Query_Goal_Number(kActorLeon) == kGoalLeonLeave) { AI_Countdown_Timer_Reset(kActorLeon, kActorTimerAIScriptCustomTask0); AI_Countdown_Timer_Start(kActorLeon, kActorTimerAIScriptCustomTask0, 8); //return true; } //return false; } void AIScriptLeon::ReceivedClue(int clueId, int fromActorId) {} void AIScriptLeon::ClickedByPlayer() { if (Actor_Query_Goal_Number(kActorLeon) == kGoalLeonHoldingDeskClerk) { Game_Flag_Set(kFlagCT09LeonInterrupted); Player_Loses_Control(); Actor_Face_Actor(kActorMcCoy, kActorLeon, true); ADQ_Flush(); Actor_Says(kActorMcCoy, 495, kAnimationModeTalk); Actor_Set_Goal_Number(kActorLeon, kGoalLeonReleaseDeskClerk); //return true; } //return false; } void AIScriptLeon::EnteredScene(int sceneId) {} void AIScriptLeon::OtherAgentEnteredThisScene(int otherActorId) { if (otherActorId == kActorMcCoy && Actor_Query_Goal_Number(kActorLeon) == kGoalLeonLeave ) { AI_Countdown_Timer_Reset(kActorLeon, kActorTimerAIScriptCustomTask0); 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) != kSetCT11 ) { AI_Movement_Track_Flush(kActorLeon); ADQ_Flush(); Actor_Set_Goal_Number(kActorLeon, kGoalLeonGone); Actor_Set_Goal_Number(kActorDeskClerk, kGoalDeskClerkKnockedOut); //return true; } ///return false; } void AIScriptLeon::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { if (otherActorId == kActorMcCoy && combatMode == 1 && Actor_Query_Goal_Number(kActorLeon) == kGoalLeonHoldingDeskClerk ) { Game_Flag_Set(kFlagCT09LeonInterrupted); Player_Loses_Control(); Actor_Face_Actor(kActorMcCoy, kActorLeon, true); Actor_Says(kActorMcCoy, 500, kAnimationModeCombatAim); Actor_Set_Goal_Number(kActorLeon, kGoalLeonReleaseDeskClerk); //return true; } //return false; } void AIScriptLeon::ShotAtAndMissed() {} bool AIScriptLeon::ShotAtAndHit() { if (Actor_Query_Goal_Number(kActorLeon) != kGoalLeonLeave) { Actor_Set_Goal_Number(kActorLeon, kGoalLeonLeave); } 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 kGoalLeonDefault: Actor_Put_In_Set(kActorLeon, kSetFreeSlotA); Actor_Change_Animation_Mode(kActorLeon, kAnimationModeIdle); return true; case kGoalLeonHoldingDeskClerk: Actor_Change_Animation_Mode(kActorDeskClerk, 72); Actor_Change_Animation_Mode(kActorLeon, 72); Actor_Put_In_Set(kActorLeon, kSetCT09); 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 kGoalLeonReleaseDeskClerk: Actor_Change_Animation_Mode(kActorLeon, 26); Actor_Change_Animation_Mode(kActorDeskClerk, 26); return true; case kGoalLeonTalkToMcCoy: 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()) { 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, false, false, false); Actor_Face_Actor(kActorLeon, kActorMcCoy, 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, false, false, false); Actor_Face_Actor(kActorLeon, kActorMcCoy, true); Actor_Face_Actor(kActorMcCoy, kActorLeon, true); if (Actor_Clue_Query(kActorMcCoy, kClueWantedPoster)) { // there is no way how to obtain this poster Actor_Says_With_Pause(kActorMcCoy, 525, 0.2f, 14); Actor_Says(kActorLeon, 90, 13); Actor_Says(kActorMcCoy, 530, 16); Actor_Set_Goal_Number(kActorLeon, kGoalLeonApproachMcCoy); } 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, kAnimationModeTalk); Actor_Says(kActorMcCoy, 550, 17); Actor_Says(kActorMcCoy, 555, 18); Actor_Says(kActorLeon, 120, 13); Actor_Says(kActorMcCoy, 560, kAnimationModeTalk); Actor_Says_With_Pause(kActorLeon, 130, 0.8f, kAnimationModeTalk); 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, kAnimationModeTalk); Actor_Says(kActorMcCoy, 580, kAnimationModeTalk); Actor_Says(kActorLeon, 160, 13); Actor_Says(kActorLeon, 170, 12); Actor_Set_Goal_Number(kActorLeon, kGoalLeonLeave); } return true; case kGoalLeonApproachMcCoy: return true; case kGoalLeonPunchMcCoy: Player_Loses_Control(); Actor_Says(kActorLeon, 40, kAnimationModeTalk); Actor_Says(kActorMcCoy, 510, kAnimationModeTalk); Actor_Says(kActorLeon, 50, kAnimationModeTalk); Actor_Change_Animation_Mode(kActorLeon, kAnimationModeCombatAttack); return false; case kGoalLeonLeave: if (_vm->_cutContent) { Scene_Exits_Enable(); } 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 kGoalLeonGone: Actor_Put_In_Set(kActorLeon, kSetFreeSlotA); AI_Movement_Track_Flush(kActorLeon); return true; } return false; } bool AIScriptLeon::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = 847; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(847)) { _animationFrame = 0; } break; case 1: *animation = 846; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(846)) { _animationFrame = 0; } break; case 2: if (_animationFrame == 0 && _flag ) { *animation = 847; _animationState = 0; } else { *animation = 850; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(850)) { _animationFrame = 0; } } break; case 3: *animation = 851; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(851)) { _animationFrame = 0; _animationState = 2; *animation = 850; } break; case 4: *animation = 852; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(852)) { _animationFrame = 0; _animationState = 2; *animation = 850; } break; case 5: *animation = 853; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(853)) { _animationFrame = 0; _animationState = 2; *animation = 850; } break; case 6: if (_animationFrame == 0 && _flag ) { Actor_Change_Animation_Mode(kActorLeon, 72); *animation = 848; } else { *animation = 854; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(854)) { _animationFrame = 0; } } break; case 7: *animation = 855; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(855)) { _animationFrame = 0; _animationState = 6; *animation = 854; } break; case 8: *animation = 854; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(854)) { _animationFrame = 0; } break; case 9: *animation = 849; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(849)) { Actor_Change_Animation_Mode(kActorLeon, kAnimationModeIdle); *animation = 847; _animationFrame = 0; _animationState = 0; if (Actor_Query_Goal_Number(kActorLeon) == kGoalLeonReleaseDeskClerk) { Actor_Set_Goal_Number(kActorLeon, kGoalLeonPrepareTalkToMcCoy); } } break; case 10: *animation = 856; _animationFrame++; if (_animationFrame == 6) { Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie); Actor_Retired_Here(kActorMcCoy, 12, 12, true, -1); } if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { *animation = 847; _animationFrame = 0; Actor_Change_Animation_Mode(kActorLeon, kAnimationModeIdle); } 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: _flag = true; 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 kAnimationModeTalk: _animationState = 2; _animationFrame = 0; _flag = false; break; case kAnimationModeCombatAttack: _animationState = 10; _animationFrame = 0; break; case 12: _animationState = 3; _animationFrame = 0; _flag = false; break; case 13: _animationState = 4; _animationFrame = 0; _flag = false; break; case 14: _animationState = 5; _animationFrame = 0; _flag = false; break; case 15: _animationState = 6; _animationFrame = 0; _flag = false; break; case 16: _animationState = 7; _animationFrame = 0; _flag = false; 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, kGoalLeonGone); } return true; } void AIScriptLeon::FledCombat() {} float AIScriptLeon::distanceTo(int actorId, float x, float y, float z) { float actorX, actorY, actorZ; Actor_Query_XYZ(actorId, &actorX, &actorY, &actorZ); return sqrt(static_cast((z - actorZ) * (z - actorZ) + (y - actorY) * (y - actorY) + (x - actorX) * (x - actorX))); } } // End of namespace BladeRunner