/* 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 { AIScriptMutant3::AIScriptMutant3(BladeRunnerEngine *vm) : AIScriptBase(vm) { _var1 = 1; _flag = 0; } void AIScriptMutant3::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _var1 = 1; _flag = 0; Actor_Put_In_Set(kActorMutant3, kSetFreeSlotG); Actor_Set_At_Waypoint(kActorMutant3, 39, 0); Actor_Set_Goal_Number(kActorMutant3, 400); } bool AIScriptMutant3::Update() { if (Global_Variable_Query(kVariableChapter) == 4) { switch (Actor_Query_Goal_Number(kActorMutant3)) { case 599: if (Actor_Query_Which_Set_In(kActorMutant3) != Player_Query_Current_Set()) { Actor_Set_Goal_Number(kActorMutant3, 403); } break; case 401: if (Actor_Query_Which_Set_In(kActorMutant3) == Player_Query_Current_Set() && (Actor_Query_Friendliness_To_Other(kActorMutant3, kActorMcCoy) < 40 || Actor_Query_Combat_Aggressiveness(kActorMutant3) >= 60)) { Actor_Set_Goal_Number(kActorMutant3, 410); } break; case 404: if (!Game_Flag_Query(630)) { Actor_Set_Goal_Number(kActorMutant3, 401); } break; case 410: if (Actor_Query_Which_Set_In(kActorMutant3) != Player_Query_Current_Set()) { Non_Player_Actor_Combat_Mode_Off(kActorMutant3); Actor_Set_Goal_Number(kActorMutant3, 403); } break; } if (Game_Flag_Query(630) == 1 && Actor_Query_Goal_Number(kActorMutant3) != 599) { Actor_Set_Goal_Number(kActorMutant3, 404); } } else if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Goal_Number(kActorMutant3) != 590) { if (Actor_Query_Which_Set_In(kActorMutant3) != Player_Query_Current_Set()) { Actor_Set_Goal_Number(kActorMutant3, 590); } } return false; } void AIScriptMutant3::TimerExpired(int timer) { //return false; } void AIScriptMutant3::CompletedMovementTrack() { switch (Actor_Query_Goal_Number(kActorMutant3)) { case 201: Actor_Set_Goal_Number(kActorMutant3, 400); break; case 401: Actor_Set_Goal_Number(kActorMutant3, 403); break; } } void AIScriptMutant3::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptMutant3::ClickedByPlayer() { //return false; } void AIScriptMutant3::EnteredScene(int sceneId) { // return false; } void AIScriptMutant3::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptMutant3::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptMutant3::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { if (Actor_Query_Which_Set_In(kActorMutant3) == Player_Query_Current_Set() && Actor_Query_Goal_Number(kActorMutant3) != 599) { if (otherActorId != kActorMcCoy) { if (otherActorId > 72 || (otherActorId != kActorFreeSlotA && otherActorId != kActorMutant1 && otherActorId != kActorMutant2)) { Actor_Modify_Combat_Aggressiveness(kActorMutant3, -10); } else { Actor_Modify_Combat_Aggressiveness(kActorMutant3, 5); } } else if (combatMode) { Actor_Modify_Combat_Aggressiveness(kActorMutant3, 10); } else { Actor_Modify_Combat_Aggressiveness(kActorMutant3, -10); } } } void AIScriptMutant3::ShotAtAndMissed() { if (Actor_Query_Goal_Number(kActorMutant3) != 410) { Actor_Modify_Combat_Aggressiveness(kActorMutant3, 15); Actor_Modify_Friendliness_To_Other(kActorMutant3, 0, -15); } } bool AIScriptMutant3::ShotAtAndHit() { if (Actor_Query_Goal_Number(kActorMutant3) != 410) { Actor_Modify_Combat_Aggressiveness(kActorMutant3, 20); Actor_Modify_Friendliness_To_Other(kActorMutant3, 0, -20); } return false; } void AIScriptMutant3::Retired(int byActorId) { Actor_Set_Goal_Number(kActorMutant3, 599); } int AIScriptMutant3::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptMutant3::GoalChanged(int currentGoalNumber, int newGoalNumber) { switch (newGoalNumber) { case 201: AI_Movement_Track_Flush(kActorMutant3); AI_Movement_Track_Append(kActorMutant3, 305, 3); AI_Movement_Track_Append(kActorMutant3, 306, 0); AI_Movement_Track_Append(kActorMutant3, 39, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 400: AI_Movement_Track_Flush(kActorMutant3); AI_Movement_Track_Append(kActorMutant3, 39, 0); AI_Movement_Track_Repeat(kActorMutant3); if (Game_Flag_Query(169) == 1) { Actor_Set_Combat_Aggressiveness(kActorMutant3, 80); Actor_Set_Friendliness_To_Other(kActorMutant3, kActorMcCoy, 20); } break; case 401: Actor_Set_Targetable(kActorMutant3, 1); AI_Movement_Track_Flush(kActorMutant3); AI_Movement_Track_Append(kActorMutant3, 39, 0); switch (Random_Query(1, 8)) { case 1: AI_Movement_Track_Append(kActorMutant3, 182, 0); AI_Movement_Track_Append(kActorMutant3, 183, 2); AI_Movement_Track_Append(kActorMutant3, 184, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 2: AI_Movement_Track_Append(kActorMutant3, 296, 0); AI_Movement_Track_Append(kActorMutant3, 297, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 3: AI_Movement_Track_Append(kActorMutant3, 176, 0); AI_Movement_Track_Append(kActorMutant3, 177, 0); AI_Movement_Track_Append(kActorMutant3, 178, 2); AI_Movement_Track_Append(kActorMutant3, 177, 0); AI_Movement_Track_Append(kActorMutant3, 176, 1); AI_Movement_Track_Append(kActorMutant3, 39, 45); AI_Movement_Track_Repeat(kActorMutant3); break; case 4: AI_Movement_Track_Append(kActorMutant3, 298, 0); AI_Movement_Track_Append(kActorMutant3, 300, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 5: AI_Movement_Track_Append(kActorMutant3, 301, 0); AI_Movement_Track_Append(kActorMutant3, 302, 2); AI_Movement_Track_Append(kActorMutant3, 303, 0); AI_Movement_Track_Append(kActorMutant3, 304, 2); AI_Movement_Track_Append(kActorMutant3, 305, 0); AI_Movement_Track_Append(kActorMutant3, 304, 0); AI_Movement_Track_Append(kActorMutant3, 306, 0); AI_Movement_Track_Append(kActorMutant3, 39, 60); AI_Movement_Track_Repeat(kActorMutant3); break; case 6: AI_Movement_Track_Append(kActorMutant3, 307, 0); AI_Movement_Track_Append(kActorMutant3, 308, 0); AI_Movement_Track_Append(kActorMutant3, 309, 1); AI_Movement_Track_Append(kActorMutant3, 310, 3); AI_Movement_Track_Append(kActorMutant3, 311, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 7: switch (Random_Query(1, 5)) { case 1: AI_Movement_Track_Append(kActorMutant3, 532, 0); AI_Movement_Track_Append(kActorMutant3, 533, 0); AI_Movement_Track_Append(kActorMutant3, 534, 0); AI_Movement_Track_Append(kActorMutant3, 535, 0); AI_Movement_Track_Append(kActorMutant3, 533, 0); AI_Movement_Track_Append(kActorMutant3, 532, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 2: AI_Movement_Track_Append(kActorMutant3, 532, 0); AI_Movement_Track_Append(kActorMutant3, 533, 0); AI_Movement_Track_Append(kActorMutant3, 535, 1); AI_Movement_Track_Append(kActorMutant3, 534, 3); AI_Movement_Track_Append(kActorMutant3, 533, 0); AI_Movement_Track_Append(kActorMutant3, 532, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 3: AI_Movement_Track_Append(kActorMutant3, 536, 0); AI_Movement_Track_Append(kActorMutant3, 537, 0); AI_Movement_Track_Append(kActorMutant3, 538, 2); AI_Movement_Track_Append(kActorMutant3, 537, 0); AI_Movement_Track_Append(kActorMutant3, 536, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 4: AI_Movement_Track_Append(kActorMutant3, 532, 0); AI_Movement_Track_Append(kActorMutant3, 533, 0); AI_Movement_Track_Append(kActorMutant3, 534, 3); AI_Movement_Track_Append(kActorMutant3, 533, 0); AI_Movement_Track_Append(kActorMutant3, 532, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 5: AI_Movement_Track_Append(kActorMutant3, 532, 0); AI_Movement_Track_Append(kActorMutant3, 533, 0); AI_Movement_Track_Append(kActorMutant3, 535, 1); AI_Movement_Track_Append(kActorMutant3, 533, 0); AI_Movement_Track_Append(kActorMutant3, 532, 0); AI_Movement_Track_Repeat(kActorMutant3); break; } break; case 8: AI_Movement_Track_Append(kActorMutant3, 176, 0); AI_Movement_Track_Append(kActorMutant3, 177, 0); AI_Movement_Track_Append(kActorMutant3, 176, 0); AI_Movement_Track_Repeat(kActorMutant3); break; default: AI_Movement_Track_Append(kActorMutant3, 39, 60); AI_Movement_Track_Repeat(kActorMutant3); break; } break; case 403: Actor_Set_Targetable(kActorMutant3, 0); Actor_Set_Goal_Number(kActorMutant3, 401); break; case 404: AI_Movement_Track_Flush(kActorMutant3); AI_Movement_Track_Append(kActorMutant3, 39, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 410: switch (Actor_Query_Which_Set_In(kActorMutant3)) { case kSetUG01: Non_Player_Actor_Combat_Mode_On(kActorMutant3, kActorCombatStateIdle, false, kActorMcCoy, 11, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false); break; case kSetUG04: case kSetUG05: case kSetUG06: Non_Player_Actor_Combat_Mode_On(kActorMutant3, kActorCombatStateIdle, false, kActorMcCoy, 10, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false); break; case kSetUG10: case kSetUG12: case kSetUG14: Non_Player_Actor_Combat_Mode_On(kActorMutant3, kActorCombatStateIdle, false, kActorMcCoy, 14, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false); break; } break; case 590: AI_Movement_Track_Flush(kActorMutant3); AI_Movement_Track_Append(kActorMutant3, 39, 100); AI_Movement_Track_Repeat(kActorMutant3); break; case 599: AI_Movement_Track_Flush(kActorMutant3); Actor_Change_Animation_Mode(kActorMutant3, 48); Actor_Set_Intelligence(kActorMutant3, 40); Actor_Set_Health(kActorMutant3, 10 * Query_Difficulty_Level() + 50, 10 * Query_Difficulty_Level() + 50); if (Game_Flag_Query(169) == 1) { Actor_Set_Combat_Aggressiveness(kActorMutant3, 80); Actor_Set_Friendliness_To_Other(kActorMutant3, kActorMcCoy, 20); } else { Actor_Set_Combat_Aggressiveness(kActorMutant3, 50); Actor_Set_Friendliness_To_Other(kActorMutant3, kActorMcCoy, 40); } Actor_Modify_Friendliness_To_Other(kActorMutant1, kActorMcCoy, 20); Actor_Modify_Friendliness_To_Other(kActorMutant2, kActorMcCoy, 15); Actor_Modify_Combat_Aggressiveness(kActorMutant1, 10); Actor_Modify_Combat_Aggressiveness(kActorMutant2, 10); break; default: return false; } return true; } bool AIScriptMutant3::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = 910; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(910)) { _animationFrame = 0; } break; case 1: *animation = 908; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(908)) { _animationFrame = 0; } break; case 2: *animation = 909; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(909)) { _animationFrame = 0; } break; case 3: if (!_animationFrame && _flag) { *animation = 910; _animationState = 0; } else { *animation = 912; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(912)) { _animationFrame = 0; } } break; case 4: *animation = 912; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(912)) { _animationFrame = 0; _animationState = 3; *animation = 911; } break; case 5: *animation = 913; _animationFrame++; if (_animationFrame == 9) { int snd; if (Random_Query(1, 2) == 1) { snd = 9010; } else { snd = 9015; } Sound_Play_Speech_Line(kActorMutant3, snd, 75, 0, 99); } if (_animationFrame == 11) { Actor_Combat_AI_Hit_Attempt(kActorMutant3); } if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { Actor_Change_Animation_Mode(kActorMutant3, 0); } break; case 6: *animation = 917; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(917)) { Actor_Change_Animation_Mode(kActorMutant3, 88); } break; case 7: *animation = 917; _animationFrame = Slice_Animation_Query_Number_Of_Frames(917) - 1; break; case 8: *animation = 914; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(914)) { _animationFrame = 0; } break; case 9: *animation = 916; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(916)) { _animationFrame = 0; _animationState = 8; *animation = 914; } break; case 10: *animation = 915; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(915)) { *animation = 910; _animationFrame = 0; _animationState = 0; } break; case 11: *animation = 917; _animationFrame += _var1; if (_animationFrame == 3) { Sound_Play(400, 100, 0, 0, 50); _var1 = -1; } else { if (!_animationFrame) { Actor_Change_Animation_Mode(kActorMutant3, 0); } } break; default: *animation = 406; break; } *frame = _animationFrame; return true; } bool AIScriptMutant3::ChangeAnimationMode(int mode) { switch (mode) { case 0: switch (_animationState) { case 3: case 4: _flag = 1; break; case 8: _animationState = 10; _animationFrame = 0; break; case 10: return true; default: _animationState = 0; _animationFrame = 0; break; } break; case 1: case 7: _animationState = 1; _animationFrame = 0; break; case 2: case 8: _animationState = 2; _animationFrame = 0; break; case 3: case 12: _animationState = 3; _animationFrame = 0; _flag = 0; break; case 4: if (_animationState >= 3 && _animationState <= 4) { _flag = 1; } else { _animationState = 0; _animationFrame = 0; } break; case 6: _animationState = 5; _animationFrame = 0; break; case 21: case 22: _animationState = 11; _animationFrame = 0; _var1 = 1; break; case 88: _animationState = 7; _animationFrame = Slice_Animation_Query_Number_Of_Frames(917) - 1; break; case 43: if ((unsigned int)(_animationState - 8) > 1) { _animationState = 9; _animationFrame = 0; } break; case 48: _animationState = 6; _animationFrame = 0; break; } return true; } void AIScriptMutant3::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptMutant3::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptMutant3::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptMutant3::FledCombat() { Actor_Set_Goal_Number(kActorMutant3, 403); } } // End of namespace BladeRunner