/* 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 { AIScriptRachael::AIScriptRachael(BladeRunnerEngine *vm) : AIScriptBase(vm) { _flag = true; } void AIScriptRachael::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _flag = true; Actor_Set_Goal_Number(kActorRachael, 0); } bool AIScriptRachael::Update() { return false; } void AIScriptRachael::TimerExpired(int timer) { //return false; } void AIScriptRachael::CompletedMovementTrack() { //return false; } void AIScriptRachael::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptRachael::ClickedByPlayer() { if (Actor_Query_Goal_Number(kActorRachael) == 305) { Actor_Face_Actor(kActorMcCoy, kActorRachael, 1); Actor_Says(kActorMcCoy, 2730, 12); AI_Movement_Track_Pause(57); dialogue_start(); if (Player_Query_Agenda() == 2 || Player_Query_Agenda() == 3) { dialogue_agenda2(); } else if (Player_Query_Agenda()) { if (Actor_Query_Friendliness_To_Other(kActorSteele, kActorMcCoy) > Actor_Query_Friendliness_To_Other(kActorClovis, kActorMcCoy)) { dialogue_agenda2(); } else { dialogue_agenda1(); } } else { dialogue_agenda1(); } Actor_Set_Goal_Number(kActorRachael, 306); AI_Movement_Track_Unpause(57); } } void AIScriptRachael::EnteredScene(int sceneId) { // return false; } void AIScriptRachael::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptRachael::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptRachael::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptRachael::ShotAtAndMissed() { // return false; } bool AIScriptRachael::ShotAtAndHit() { return false; } void AIScriptRachael::Retired(int byActorId) { // return false; } int AIScriptRachael::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptRachael::GoalChanged(int currentGoalNumber, int newGoalNumber) { switch (newGoalNumber) { case 200: AI_Movement_Track_Flush(kActorRachael); AI_Movement_Track_Append(kActorRachael, 379, 0); AI_Movement_Track_Append(kActorRachael, 39, 0); AI_Movement_Track_Repeat(kActorRachael); break; case 300: Actor_Put_In_Set(kActorRachael, kSetMA07); Actor_Set_At_XYZ(kActorRachael, -8.09f, -162.8f, 135.33f, 544); break; case 305: AI_Movement_Track_Flush(kActorRachael); AI_Movement_Track_Append(kActorRachael, 468, 0); AI_Movement_Track_Append(kActorRachael, 39, 0); AI_Movement_Track_Repeat(kActorRachael); break; case 400: Actor_Put_In_Set(kActorRachael, kSetFreeSlotG); Actor_Set_At_Waypoint(kActorRachael, 39, 0); break; default: return false; } return true; } bool AIScriptRachael::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = 823; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(823) - 1) { _animationFrame = 0; } break; case 1: *animation = 822; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(822) - 1) { _animationFrame = 0; } break; case 2: if (!_animationFrame && _flag) { *animation = 823; _animationState = 0; } else { *animation = 825; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(825) - 1) { _animationFrame = 0; } } break; case 3: *animation = 826; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(826) - 1) { _animationFrame = 0; _animationState = 2; *animation = 825; } break; case 4: *animation = 827; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(827) - 1) { _animationFrame = 0; _animationState = 2; *animation = 825; } break; case 5: *animation = 828; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(828) - 1) { _animationFrame = 0; _animationState = 2; *animation = 825; } break; case 6: *animation = 829; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(829) - 1) { _animationFrame = 0; _animationState = 2; *animation = 825; } break; case 7: *animation = 830; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(830) - 1) { _animationFrame = 0; _animationState = 2; *animation = 825; } break; case 8: *animation = 831; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(831) - 1) { _animationFrame = 0; _animationState = 2; *animation = 825; } break; case 9: *animation = 832; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(832) - 1) { _animationFrame = 0; _animationState = 2; *animation = 825; } break; default: break; } *frame = _animationFrame; return true; } bool AIScriptRachael::ChangeAnimationMode(int mode) { switch (mode) { case 0: if (_animationState >= 2 && _animationState <= 9) { _flag = 1; } else { _animationState = 0; _animationFrame = 0; } break; case 1: _animationState = 1; _animationFrame = 0; break; case 3: _animationState = 2; _animationFrame = 0; _flag = 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 18: _animationState = 9; _animationFrame = 0; _flag = 0; break; default: break; } return true; } void AIScriptRachael::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptRachael::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptRachael::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptRachael::FledCombat() { // return false; } void AIScriptRachael::dialogue_start() { Actor_Face_Actor(kActorRachael, kActorMcCoy, 1); Loop_Actor_Walk_To_Actor(kActorRachael, kActorMcCoy, 84, 0, 0); Actor_Says(kActorRachael, 0, 15); Actor_Says(kActorMcCoy, 2740, 13); Actor_Says(kActorRachael, 10, 14); Actor_Says(kActorMcCoy, 2745, 13); Actor_Says(kActorRachael, 20, 12); Actor_Says_With_Pause(kActorMcCoy, 2750, 1.5f, 3); Actor_Says(kActorRachael, 30, 13); Actor_Says(kActorRachael, 40, 15); } void AIScriptRachael::dialogue_agenda1() { Actor_Says(kActorMcCoy, 2795, 13); Actor_Says(kActorRachael, 140, 15); Actor_Says(kActorMcCoy, 2800, 12); Actor_Says(kActorRachael, 150, 16); Actor_Says(kActorMcCoy, 2805, 18); Actor_Says(kActorRachael, 160, 14); Actor_Says(kActorRachael, 170, 13); Actor_Says(kActorMcCoy, 2810, 14); Actor_Says(kActorRachael, 180, 13); Actor_Says(kActorMcCoy, 2815, 12); Actor_Says(kActorMcCoy, 2820, 13); Actor_Says(kActorRachael, 190, 15); Actor_Says(kActorMcCoy, 2825, 12); Actor_Says(kActorRachael, 200, 15); Actor_Says(kActorMcCoy, 2830, 14); Actor_Says(kActorRachael, 210, 15); Actor_Says(kActorRachael, 220, 16); Actor_Says(kActorMcCoy, 2835, 13); Actor_Says(kActorRachael, 230, 14); Actor_Says(kActorMcCoy, 2840, 12); Actor_Says(kActorRachael, 240, 13); Actor_Says(kActorRachael, 250, 15); Actor_Says(kActorRachael, 260, 16); Actor_Says(kActorMcCoy, 2845, 13); Actor_Says(kActorRachael, 270, 13); Actor_Says(kActorRachael, 280, 14); Actor_Says(kActorMcCoy, 2850, 13); Actor_Says(kActorRachael, 290, 14); Actor_Says_With_Pause(kActorRachael, 300, 1.0f, 3); Actor_Says(kActorMcCoy, 2860, 14); } void AIScriptRachael::dialogue_agenda2() { Actor_Says(kActorRachael, 50, 15); Actor_Says(kActorMcCoy, 2765, 16); Actor_Says(kActorMcCoy, 2770, 17); Actor_Says(kActorRachael, 60, 14); Actor_Says(kActorMcCoy, 2775, 16); Actor_Says(kActorRachael, 70, 13); Actor_Says(kActorRachael, 80, 14); Actor_Says(kActorRachael, 90, 15); Actor_Says(kActorMcCoy, 2780, 17); Actor_Says(kActorRachael, 100, 16); Actor_Says(kActorRachael, 110, 15); Actor_Says(kActorMcCoy, 2785, 17); Actor_Says(kActorRachael, 120, 13); Actor_Says(kActorMcCoy, 2790, 16); Actor_Says(kActorRachael, 130, 14); Actor_Says_With_Pause(kActorRachael, 300, 1.0f, 3); Actor_Says(0, 2860, 14); } // Not used in the game void AIScriptRachael::dialogue_agenda3() { Actor_Says(kActorMcCoy, 2865, 3); Actor_Says(kActorRachael, 320, 3); Actor_Says(kActorRachael, 330, 3); Actor_Says(kActorMcCoy, 2870, 3); Actor_Says(kActorRachael, 340, 3); Actor_Says(kActorMcCoy, 2875, 3); Actor_Says(kActorRachael, 350, 3); Actor_Says(kActorMcCoy, 2880, 3); Actor_Says(kActorMcCoy, 2885, 3); Actor_Says(kActorRachael, 360, 3); Actor_Says(kActorRachael, 370, 3); Actor_Says(kActorMcCoy, 2890, 3); Actor_Says(kActorRachael, 380, 3); Actor_Says(kActorRachael, 390, 3); Actor_Says(kActorRachael, 400, 3); Actor_Says(kActorMcCoy, 2895, 3); Actor_Says(kActorRachael, 410, 3); Actor_Says(kActorMcCoy, 2900, 3); Actor_Says(kActorRachael, 420, 3); Actor_Says(kActorMcCoy, 2905, 3); Actor_Says(kActorRachael, 430, 3); Actor_Says(kActorRachael, 440, 3); Actor_Says(kActorMcCoy, 2910, 3); Actor_Says(kActorMcCoy, 2920, 3); Actor_Says(kActorRachael, 450, 3); Actor_Says(kActorMcCoy, 2925, 3); Actor_Says(kActorMcCoy, 2930, 3); Actor_Says(kActorRachael, 460, 3); Actor_Says(kActorMcCoy, 2935, 3); Actor_Says(kActorRachael, 470, 3); } } // End of namespace BladeRunner