/* 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 { AIScriptLuther::AIScriptLuther(BladeRunnerEngine *vm) : AIScriptBase(vm) { _flag = false; } void AIScriptLuther::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _flag = false; Actor_Put_In_Set(kActorLuther, kSetUG16); Actor_Set_At_XYZ(kActorLuther, 176.91f, -40.67f, 225.92f, 486); Actor_Set_Goal_Number(kActorLuther, 400); Actor_Set_Targetable(kActorLuther, 1); } bool AIScriptLuther::Update() { if (!Actor_Query_Is_In_Current_Set(kActorLuther) || Player_Query_Combat_Mode() != 1 || Global_Variable_Query(29) || Game_Flag_Query(596) || Global_Variable_Query(kVariableChapter) != 4) { if (Actor_Query_Goal_Number(kActorLuther) == 400 && Actor_Query_Goal_Number(kActorLuther) != 499) { Actor_Set_Goal_Number(kActorLuther, 401); } else if (Actor_Query_Goal_Number(kActorLuther) == 494) { Actor_Set_Goal_Number(kActorLuther, 495); ChangeAnimationMode(48); } else if (Actor_Query_Goal_Number(kActorLuther) != 495 || Game_Flag_Query(587)) { if (Actor_Query_Goal_Number(kActorLuther) != 497 || Global_Variable_Query(29) >= 2 || Game_Flag_Query(568)) { if (Actor_Query_Goal_Number(kActorLuther) != 497 || Global_Variable_Query(29) <= 1 || Game_Flag_Query(568)) { if (Actor_Query_Goal_Number(kActorLuther) == 498) { Game_Flag_Set(595); Actor_Set_Goal_Number(kActorLuther, 499); Actor_Set_Targetable(kActorLuther, 0); } else { return false; } } else { Actor_Set_Targetable(kActorLuther, 0); Actor_Set_Goal_Number(kActorLuther, 498); Actor_Set_Targetable(kActorLuther, 0); } } else { Game_Flag_Set(568); ChangeAnimationMode(50); ChangeAnimationMode(48); Actor_Set_Goal_Number(kActorLuther, 498); Actor_Set_Targetable(kActorLuther, 0); Scene_Loop_Set_Default(5); Scene_Loop_Start_Special(2, 4, 1); Ambient_Sounds_Play_Sound(559, 50, 0, 0, 99); Ambient_Sounds_Remove_Looping_Sound(516, 1); } } else { AI_Countdown_Timer_Reset(kActorLuther, 2); AI_Countdown_Timer_Start(kActorLuther, 2, 5); Actor_Set_Goal_Number(kActorLuther, 496); Game_Flag_Set(587); } } else { Actor_Says(kActorMcCoy, 5720, 12); Actor_Says(kActorLuther, 80, 13); Actor_Says(kActorLance, 40, 12); Game_Flag_Set(596); } return false; } void AIScriptLuther::TimerExpired(int timer) { if (timer != 2) return; //false; AI_Countdown_Timer_Reset(kActorLuther, 2); Actor_Set_Goal_Number(kActorLuther, 497); return; //true; } void AIScriptLuther::CompletedMovementTrack() { if (Actor_Query_Goal_Number(kActorLuther) != 401) return; //false; Actor_Set_Goal_Number(kActorLuther, 402); return; //true; } void AIScriptLuther::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptLuther::ClickedByPlayer() { //return false; } void AIScriptLuther::EnteredScene(int sceneId) { // return false; } void AIScriptLuther::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptLuther::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptLuther::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptLuther::ShotAtAndMissed() { // return false; } bool AIScriptLuther::ShotAtAndHit() { if (Actor_Query_Which_Set_In(kActorLuther) == 19) { Actor_Set_Health(kActorLuther, 50, 50); } Global_Variable_Increment(29, 1); Music_Stop(2); if (Global_Variable_Query(29) <= 0) { return false; } if (!Game_Flag_Query(560)) { Game_Flag_Set(557); } Actor_Set_Goal_Number(kActorLuther, 494); return true; } void AIScriptLuther::Retired(int byActorId) { Actor_Set_Goal_Number(kActorLuther, 599); } int AIScriptLuther::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptLuther::GoalChanged(int currentGoalNumber, int newGoalNumber) { switch (newGoalNumber) { case 401: AI_Movement_Track_Flush(kActorLuther); AI_Movement_Track_Append(kActorLuther, 39, 20); AI_Movement_Track_Append_With_Facing(kActorLuther, 368, 120, 486); AI_Movement_Track_Append(kActorLuther, 40, 10); AI_Movement_Track_Repeat(kActorLuther); break; case 402: Actor_Set_Goal_Number(kActorLuther, 401); break; case 403: AI_Movement_Track_Flush(kActorLuther); break; case 499: Actor_Set_Goal_Number(kActorLuther, 599); break; } return false; } bool AIScriptLuther::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = 346; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(346) - 1) { _animationFrame = 0; } break; case 1: *animation = 348; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(348) - 1) { *animation = 346; _animationFrame = 0; _animationState = 0; Actor_Change_Animation_Mode(kActorLuther, 0); } break; case 2: if (!_animationFrame && _flag) { *animation = 346; _animationState = 0; } else { *animation = 349; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(349) - 1) { _animationFrame = 0; } } break; case 3: *animation = 350; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(350) - 1) { _animationFrame = 0; _animationState = 2; *animation = 349; } break; case 4: *animation = 351; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(351) - 1) { _animationFrame = 0; _animationState = 2; *animation = 349; } break; case 5: *animation = 352; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(352) - 1) { _animationFrame = 0; _animationState = 2; *animation = 349; } break; case 6: *animation = 353; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(353) - 1) { _animationFrame = 0; _animationState = 2; *animation = 349; } break; case 7: *animation = 354; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(354) - 1) { _animationFrame = 0; _animationState = 2; *animation = 349; } break; case 8: *animation = 355; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(355) - 1) { _animationFrame = 0; _animationState = 2; *animation = 349; } break; case 9: *animation = 356; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(356) - 1) { *animation = 346; _animationFrame = 0; _animationState = 0; Actor_Change_Animation_Mode(kActorLuther, 0); } break; case 10: *animation = 357; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(357) - 1) { Actor_Change_Animation_Mode(kActorLuther, 50); *animation = 358; _animationFrame = 0; } break; case 11: *animation = 358; if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(358) - 1) { _animationFrame++; } break; case 12: *animation = 359; if (_animationFrame == 12) { Ambient_Sounds_Play_Sound(557, 59, 0, 0, 20); } if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(*animation) - 1) { _animationFrame++; } break; default: break; } *frame = _animationFrame; return true; } bool AIScriptLuther::ChangeAnimationMode(int mode) { switch (mode) { case 0: if ((unsigned int)(_animationState - 2) > 6) { _animationState = 0; _animationFrame = 0; } else { _flag = 1; } break; case 3: _animationState = 2; _animationFrame = 0; _flag = 0; break; case 6: _animationState = 9; _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; case 16: _animationState = 7; _animationFrame = 0; _flag = 0; break; case 17: _animationState = 8; _animationFrame = 0; _flag = 0; break; case 23: _animationState = 1; _animationFrame = 0; break; case 48: _animationState = 12; _animationFrame = 0; break; case 50: _animationState = 11; _animationFrame = 0; break; } return true; } void AIScriptLuther::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptLuther::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptLuther::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptLuther::FledCombat() { // return false; } } // End of namespace BladeRunner