/* 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 { AIScriptTransient::AIScriptTransient(BladeRunnerEngine *vm) : AIScriptBase(vm) { } void AIScriptTransient::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; Actor_Put_In_Set(kActorTransient, kSetCT03_CT04); Actor_Set_At_XYZ(kActorTransient, -171.41f, -621.3f, 736.52f, 580); Actor_Set_Goal_Number(kActorTransient, 0); Actor_Set_Targetable(kActorTransient, true); } bool AIScriptTransient::Update() { if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Which_Set_In(kActorTransient) != kSetFreeSlotG) { Actor_Put_In_Set(kActorTransient, kSetFreeSlotG); Actor_Set_At_Waypoint(kActorTransient, 39, false); } if (Global_Variable_Query(kVariableChapter) == 2 && (Actor_Query_Goal_Number(kActorTransient) == 0 || Actor_Query_Goal_Number(kActorTransient) == 10)) { Actor_Set_Goal_Number(kActorTransient, 200); } if (Global_Variable_Query(kVariableChapter) == 3 && Game_Flag_Query(169) && Game_Flag_Query(170) && !Game_Flag_Query(171) && !Game_Flag_Query(172)) { Game_Flag_Set(172); } if (Global_Variable_Query(kVariableChapter) < 4 && Game_Flag_Query(171) && Actor_Query_Goal_Number(kActorTransient) != 6 && Actor_Query_Goal_Number(kActorTransient) != 599) { Actor_Set_Goal_Number(kActorTransient, 6); } if (Player_Query_Current_Scene() == kSceneCT04 && !Game_Flag_Query(492)) { Game_Flag_Set(492); AI_Countdown_Timer_Reset(kActorTransient, 1); AI_Countdown_Timer_Start(kActorTransient, 1, 12); } return false; } void AIScriptTransient::TimerExpired(int timer) { if (timer == 0) { if (Actor_Query_Goal_Number(kActorTransient) == 395 && Actor_Query_Which_Set_In(kActorMcCoy) == kSetUG13) { AI_Countdown_Timer_Start(kActorTransient, 0, Random_Query(20, 10)); switch (Random_Query(1, 3)) { case 1: Sound_Play(356, 50, 0, 0, 50); break; case 2: Sound_Play(357, 50, 0, 0, 50); break; case 3: Sound_Play(358, 50, 0, 0, 50); break; } } else if (Actor_Query_Goal_Number(kActorTransient) != 599) { Actor_Set_Goal_Number(kActorTransient, 391); AI_Countdown_Timer_Reset(kActorTransient, 0); } } if (timer == 1) { if (Actor_Query_Goal_Number(kActorTransient) == 0) { Actor_Set_Goal_Number(kActorTransient, 10); Actor_Change_Animation_Mode(kActorTransient, kAnimationModeIdle); } Actor_Set_Goal_Number(kActorTransient, 10); Actor_Set_Targetable(kActorTransient, false); AI_Countdown_Timer_Reset(kActorTransient, 1); } } void AIScriptTransient::CompletedMovementTrack() { //return false; } void AIScriptTransient::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptTransient::ClickedByPlayer() { //return false; } void AIScriptTransient::EnteredScene(int sceneId) { // return false; } void AIScriptTransient::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptTransient::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptTransient::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptTransient::ShotAtAndMissed() { // return false; } bool AIScriptTransient::ShotAtAndHit() { Actor_Set_Frame_Rate_FPS(kActorTransient, 8); if (Game_Flag_Query(716)) { _animationState = 11; } else { _animationState = 14; } _animationFrame = 0; Actor_Set_Targetable(kActorTransient, false); if (Global_Variable_Query(kVariableChapter) < 4) { Actor_Set_Goal_Number(kActorTransient, 3); } else { Actor_Set_Goal_Number(kActorTransient, 599); } Game_Flag_Set(169); return false; } void AIScriptTransient::Retired(int byActorId) { Actor_Set_Goal_Number(kActorTransient, 599); if (Global_Variable_Query(kVariableChapter) == 4) { Game_Flag_Set(607); } } int AIScriptTransient::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptTransient::GoalChanged(int currentGoalNumber, int newGoalNumber) { switch (newGoalNumber) { case 2: AI_Movement_Track_Flush(kActorTransient); AI_Movement_Track_Append(kActorTransient, 51, 0); AI_Movement_Track_Append(kActorTransient, 105, 0); AI_Movement_Track_Append(kActorTransient, 42, 1); AI_Movement_Track_Repeat(kActorTransient); return true; case 6: AI_Movement_Track_Flush(kActorTransient); AI_Movement_Track_Append(kActorTransient, 41, 10); AI_Movement_Track_Repeat(kActorTransient); return true; case 200: Actor_Put_In_Set(kActorTransient, kSetFreeSlotH); Actor_Set_At_Waypoint(kActorTransient, 40, 0); return true; case 390: Actor_Put_In_Set(kActorTransient, kSetUG13); Actor_Set_At_XYZ(kActorTransient, -310.0, 55.0, -350.0, 400); Actor_Change_Animation_Mode(kActorTransient, 53); Actor_Set_Targetable(kActorTransient, true); Game_Flag_Set(716); return true; case 391: Actor_Change_Animation_Mode(kActorTransient, 53); return true; case 395: Actor_Change_Animation_Mode(kActorTransient, 55); AI_Countdown_Timer_Start(kActorTransient, 0, Random_Query(30, 40)); return true; case 599: AI_Countdown_Timer_Reset(kActorTransient, 0); return true; } return false; } bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = 499; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(499)) { _animationFrame = 0; } else { *animation = 497; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(497)) { _animationFrame = 0; } } break; case 1: *animation = 487; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(487)) { _animationFrame = 0; } break; case 2: *animation = 500; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(500)) { _animationFrame = 0; } break; case 3: *animation = 501; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(501)) { *animation = 500; _animationState = 2; _animationFrame = 0; } break; case 4: *animation = 502; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(502)) { *animation = 500; _animationState = 2; _animationFrame = 0; } break; case 5: *animation = 503; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(503)) { *animation = 500; _animationState = 2; _animationFrame = 0; } break; case 6: *animation = 491; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(491)) { _animationFrame = 0; } break; case 7: *animation = 492; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(492)) { _animationState = 6; _animationFrame = 0; } break; case 8: *animation = 493; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(493)) { _animationState = 6; _animationFrame = 0; } break; case 9: *animation = 494; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(494)) { _animationState = 6; _animationFrame = 0; } break; case 10: *animation = 496; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(496)) { _animationState = 6; _animationFrame = 0; } break; case 11: *animation = 495; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(495)) { Actor_Set_Frame_Rate_FPS(kActorTransient, 8); _animationState = 12; _animationFrame = Slice_Animation_Query_Number_Of_Frames(495) - 1; } break; case 12: *animation = 495; _animationFrame = Slice_Animation_Query_Number_Of_Frames(495) - 1; break; case 14: *animation = 489; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(489)) { Actor_Set_Goal_Number(kActorTransient, 3); _animationState = 15; _animationFrame = Slice_Animation_Query_Number_Of_Frames(489) - 1; Actor_Set_Targetable(kActorTransient, 0); Actor_Retired_Here(kActorTransient, 120, 24, 1, -1); } break; case 15: *animation = 489; _animationFrame = Slice_Animation_Query_Number_Of_Frames(489) - 1; break; case 16: *animation = 504; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(504) - 1) { _animationFrame = 0; } break; case 17: *animation = 505; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(505) - 1) { *animation = 497; _animationFrame = 0; _animationState = 0; Actor_Change_Animation_Mode(kActorTransient, kAnimationModeIdle); if (Actor_Query_Goal_Number(kActorTransient) == 10 && Player_Query_Current_Scene() == kSceneCT04) { Actor_Set_At_XYZ(kActorTransient, -171.41f, -621.30f, 728.52f, 530); Actor_Face_Actor(kActorTransient, kActorMcCoy, true); } } break; case 18: *animation = 491; _animationFrame++; if (_animationFrame - 1 == 4) { _animationState = 19; } break; case 19: *animation = 491; _animationFrame--; if (_animationFrame + 1 == 4) { _animationState = 18; } break; default: *animation = 399; break; } *frame = _animationFrame; return true; } bool AIScriptTransient::ChangeAnimationMode(int mode) { if (mode != 55) { Actor_Set_Frame_Rate_FPS(kActorTransient, 8); } switch (mode) { case 0: switch (_animationState) { case 0: break; case 6: case 7: case 8: case 9: case 10: case 18: case 19: _animationState = 6; _animationFrame = 0; break; case 16: _animationState = 17; _animationFrame = 0; break; default: _animationState = 0; _animationFrame = 0; break; } break; case 1: if (_animationState != 1) { _animationState = 1; _animationFrame = 0; } break; case 3: case 30: if (_animationState - 6 > 4) { _animationState = 2; } else { _animationState = 7; } _animationFrame = 0; break; case 12: case 31: if (_animationState == 6) { _animationState = 8; } else { _animationState = 3; } _animationFrame = 0; break; case 13: case 32: if (_animationState == 6) { _animationState = 9; } else { _animationState = 4; } _animationFrame = 0; break; case 14: case 33: case 34: case 35: case 36: case 37: if (_animationState == 6) { _animationState = 10; } else { _animationState = 5; } _animationFrame = 0; break; case 21: if (Game_Flag_Query(716)) { _animationState = 11; } else { _animationState = 14; } _animationFrame = 0; break; case 38: _animationState = 16; _animationFrame = 0; break; case 53: case 54: _animationState = 6; _animationFrame = 0; break; case 55: if (_animationState == 6) { Actor_Set_Frame_Rate_FPS(kActorTransient, 4); _animationState = 18; _animationFrame = 3; } break; case 89: _animationState = 12; _animationFrame = Slice_Animation_Query_Number_Of_Frames(495) - 1; break; } return true; } void AIScriptTransient::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptTransient::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptTransient::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptTransient::FledCombat() { // return false; } } // End of namespace BladeRunner