1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "bladerunner/script/ai_script.h"
24
25 namespace BladeRunner {
26
AIScriptGeneralDoll(BladeRunnerEngine * vm)27 AIScriptGeneralDoll::AIScriptGeneralDoll(BladeRunnerEngine *vm) : AIScriptBase(vm) {
28 _flag = 0;
29 }
30
Initialize()31 void AIScriptGeneralDoll::Initialize() {
32 _animationFrame = 0;
33 _animationState = 0;
34 _animationStateNext = 0;
35 _animationNext = 0;
36
37 _flag = 0;
38
39 Actor_Put_In_Set(kActorGeneralDoll, kSetFreeSlotG);
40 Actor_Set_At_Waypoint(kActorGeneralDoll, 39, 0);
41
42 Actor_Set_Goal_Number(kActorGeneralDoll, 100);
43 }
44
Update()45 bool AIScriptGeneralDoll::Update() {
46 if (Global_Variable_Query(kVariableChapter) == 2
47 && Actor_Query_Goal_Number(kActorGeneralDoll) <= 101
48 && Player_Query_Current_Scene() == kSceneBB05
49 ) {
50 Actor_Set_Goal_Number(kActorGeneralDoll, 101);
51 return true;
52 }
53
54 if (Global_Variable_Query(kVariableChapter) == 3
55 && Actor_Query_Goal_Number(kActorGeneralDoll) < 200
56 ) {
57 return true;
58 }
59
60 return false;
61 }
62
TimerExpired(int timer)63 void AIScriptGeneralDoll::TimerExpired(int timer) {
64 if (timer == kActorTimerAIScriptCustomTask2) {
65 Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
66 Actor_Change_Animation_Mode(kActorGeneralDoll, kAnimationModeDie);
67 AI_Countdown_Timer_Reset(kActorGeneralDoll, kActorTimerAIScriptCustomTask2);
68 return; //true;
69 }
70 return; //false;
71 }
72
CompletedMovementTrack()73 void AIScriptGeneralDoll::CompletedMovementTrack() {
74 switch (Actor_Query_Goal_Number(kActorGeneralDoll)) {
75 case 101:
76 if (Player_Query_Current_Scene() == kSceneBB05) {
77 switch (Random_Query(0, 5)) {
78 case 0:
79 Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 0, 80, 0, 0, 0);
80 break;
81 case 1:
82 Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 10, 80, 0, 0, 0);
83 break;
84 case 2:
85 Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 20, 80, 0, 0, 0);
86 break;
87 case 3:
88 Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 30, 80, 0, 0, 0);
89 break;
90 case 4:
91 Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 40, 80, 0, 0, 0);
92 break;
93 case 5:
94 Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 50, 80, 0, 0, 0);
95 break;
96 }
97 Actor_Set_Goal_Number(kActorGeneralDoll, 102);
98 } else {
99 Actor_Set_Goal_Number(kActorGeneralDoll, 103);
100 }
101 return; //true;
102
103 case 102:
104 Actor_Set_Goal_Number(kActorGeneralDoll, 103);
105 return; //true;
106
107 case 103:
108 Actor_Set_Goal_Number(kActorGeneralDoll, 101);
109 return; //true;
110
111 case 200:
112 Actor_Set_Goal_Number(kActorGeneralDoll, 201);
113 return; //true;
114
115 case 201:
116 Actor_Set_Goal_Number(kActorGeneralDoll, 200);
117 return; //true;
118 }
119
120 return; //false
121 }
122
ReceivedClue(int clueId,int fromActorId)123 void AIScriptGeneralDoll::ReceivedClue(int clueId, int fromActorId) {
124 //return false;
125 }
126
ClickedByPlayer()127 void AIScriptGeneralDoll::ClickedByPlayer() {
128 Actor_Face_Actor(kActorMcCoy, kActorGeneralDoll, true);
129 Actor_Voice_Over(30, kActorVoiceOver);
130 Actor_Voice_Over(40, kActorVoiceOver);
131 }
132
EnteredScene(int sceneId)133 void AIScriptGeneralDoll::EnteredScene(int sceneId) {
134 // return false;
135 }
136
OtherAgentEnteredThisScene(int otherActorId)137 void AIScriptGeneralDoll::OtherAgentEnteredThisScene(int otherActorId) {
138 // return false;
139 }
140
OtherAgentExitedThisScene(int otherActorId)141 void AIScriptGeneralDoll::OtherAgentExitedThisScene(int otherActorId) {
142 // return false;
143 }
144
OtherAgentEnteredCombatMode(int otherActorId,int combatMode)145 void AIScriptGeneralDoll::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
146 // return false;
147 }
148
ShotAtAndMissed()149 void AIScriptGeneralDoll::ShotAtAndMissed() {
150 // return false;
151 }
152
ShotAtAndHit()153 bool AIScriptGeneralDoll::ShotAtAndHit() {
154 AI_Movement_Track_Flush(kActorGeneralDoll);
155 Global_Variable_Increment(kVariableGeneralDollShot, 1);
156 if (!Game_Flag_Query(kFlagGeneralDollShot)
157 && Global_Variable_Query(kVariableGeneralDollShot) == 1
158 ) {
159 Sound_Play(kSfxSERVOD1, 100, 0, 0, 50);
160 Game_Flag_Set(kFlagGeneralDollShot);
161 Actor_Set_Goal_Number(kActorGeneralDoll, 104);
162 ChangeAnimationMode(kAnimationModeDie);
163 Actor_Set_Targetable(kActorGeneralDoll, false);
164 }
165
166 return false;
167 }
168
Retired(int byActorId)169 void AIScriptGeneralDoll::Retired(int byActorId) {
170 // return false;
171 }
172
GetFriendlinessModifierIfGetsClue(int otherActorId,int clueId)173 int AIScriptGeneralDoll::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
174 return 0;
175 }
176
GoalChanged(int currentGoalNumber,int newGoalNumber)177 bool AIScriptGeneralDoll::GoalChanged(int currentGoalNumber, int newGoalNumber) {
178 switch (newGoalNumber) {
179 case 100:
180 AI_Movement_Track_Flush(kActorGeneralDoll);
181 AI_Movement_Track_Append(kActorGeneralDoll, 39, 0);
182 AI_Movement_Track_Repeat(kActorGeneralDoll);
183 break;
184
185 case 101:
186 AI_Movement_Track_Flush(kActorGeneralDoll);
187 AI_Movement_Track_Append(kActorGeneralDoll, 196, 0);
188 AI_Movement_Track_Repeat(kActorGeneralDoll);
189 break;
190
191 case 102:
192 AI_Movement_Track_Flush(kActorGeneralDoll);
193 AI_Movement_Track_Append(kActorGeneralDoll, 197, 0);
194 AI_Movement_Track_Repeat(kActorGeneralDoll);
195 break;
196
197 case 103:
198 AI_Movement_Track_Flush(kActorGeneralDoll);
199 if (Random_Query(1, 2) == 1) {
200 AI_Movement_Track_Append(kActorGeneralDoll, 198, 0);
201 AI_Movement_Track_Append(kActorGeneralDoll, 329, 0);
202 AI_Movement_Track_Append(kActorGeneralDoll, 328, 0);
203 AI_Movement_Track_Append(kActorGeneralDoll, 330, 0);
204 AI_Movement_Track_Append(kActorGeneralDoll, 331, 0);
205 AI_Movement_Track_Append(kActorGeneralDoll, 335, 0);
206 AI_Movement_Track_Append(kActorGeneralDoll, 139, 0);
207 AI_Movement_Track_Append(kActorGeneralDoll, 138, 0);
208 AI_Movement_Track_Append(kActorGeneralDoll, 137, 0);
209 AI_Movement_Track_Append(kActorGeneralDoll, 136, 0);
210 AI_Movement_Track_Append(kActorGeneralDoll, 135, 0);
211 AI_Movement_Track_Append(kActorGeneralDoll, 134, 0);
212 AI_Movement_Track_Append(kActorGeneralDoll, 326, 0);
213 AI_Movement_Track_Append(kActorGeneralDoll, 327, 0);
214 } else {
215 AI_Movement_Track_Append(kActorGeneralDoll, 136, 0);
216 AI_Movement_Track_Append(kActorGeneralDoll, 137, 0);
217 AI_Movement_Track_Append(kActorGeneralDoll, 138, 0);
218 AI_Movement_Track_Append(kActorGeneralDoll, 139, 0);
219 AI_Movement_Track_Append(kActorGeneralDoll, 335, 0);
220 AI_Movement_Track_Append(kActorGeneralDoll, 331, 0);
221 AI_Movement_Track_Append(kActorGeneralDoll, 327, 0);
222 AI_Movement_Track_Append(kActorGeneralDoll, 326, 0);
223 }
224 AI_Movement_Track_Repeat(kActorGeneralDoll);
225 break;
226
227 case 104:
228 AI_Movement_Track_Flush(kActorGeneralDoll);
229 break;
230
231 case 106:
232 AI_Movement_Track_Flush(kActorGeneralDoll);
233 AI_Movement_Track_Append(kActorGeneralDoll, 196, 0);
234 AI_Movement_Track_Append(kActorGeneralDoll, 197, 0);
235 AI_Movement_Track_Repeat(kActorGeneralDoll);
236 break;
237
238 case 200:
239 AI_Movement_Track_Flush(kActorGeneralDoll);
240 Actor_Put_In_Set(kActorGeneralDoll, kSetBB05);
241 Actor_Set_At_Waypoint(kActorGeneralDoll, 134, 0);
242 Actor_Set_Goal_Number(kActorGeneralDoll, 201);
243 break;
244
245 case 201:
246 AI_Movement_Track_Flush(kActorGeneralDoll);
247 if (Random_Query(1, 2) == 1) {
248 AI_Movement_Track_Append(kActorGeneralDoll, 198, 0);
249 AI_Movement_Track_Append(kActorGeneralDoll, 329, 0);
250 AI_Movement_Track_Append(kActorGeneralDoll, 328, 0);
251 AI_Movement_Track_Append(kActorGeneralDoll, 330, 0);
252 AI_Movement_Track_Append(kActorGeneralDoll, 331, 0);
253 AI_Movement_Track_Append(kActorGeneralDoll, 335, 0);
254 AI_Movement_Track_Append(kActorGeneralDoll, 139, 0);
255 AI_Movement_Track_Append(kActorGeneralDoll, 138, 0);
256 AI_Movement_Track_Append(kActorGeneralDoll, 137, 0);
257 AI_Movement_Track_Append(kActorGeneralDoll, 136, 0);
258 AI_Movement_Track_Append(kActorGeneralDoll, 135, 0);
259 AI_Movement_Track_Append(kActorGeneralDoll, 134, 0);
260 AI_Movement_Track_Append(kActorGeneralDoll, 326, 0);
261 AI_Movement_Track_Append(kActorGeneralDoll, 327, 0);
262 } else {
263 AI_Movement_Track_Append(kActorGeneralDoll, 136, 0);
264 AI_Movement_Track_Append(kActorGeneralDoll, 137, 0);
265 AI_Movement_Track_Append(kActorGeneralDoll, 138, 0);
266 AI_Movement_Track_Append(kActorGeneralDoll, 139, 0);
267 AI_Movement_Track_Append(kActorGeneralDoll, 335, 0);
268 AI_Movement_Track_Append(kActorGeneralDoll, 331, 0);
269 AI_Movement_Track_Append(kActorGeneralDoll, 327, 0);
270 AI_Movement_Track_Append(kActorGeneralDoll, 326, 0);
271 }
272 AI_Movement_Track_Repeat(kActorGeneralDoll);
273 break;
274
275 case 299:
276 AI_Movement_Track_Flush(kActorGeneralDoll);
277 break;
278
279 default:
280 return false;
281 }
282
283 return true;
284 }
285
UpdateAnimation(int * animation,int * frame)286 bool AIScriptGeneralDoll::UpdateAnimation(int *animation, int *frame) {
287 switch (_animationState) {
288 case 0:
289 *animation = 834;
290 _animationFrame++;
291 if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(834)) {
292 _animationFrame = 0;
293 }
294 break;
295
296 case 1:
297 *animation = 835;
298 if (!_animationFrame && _flag) {
299 *animation = 834;
300 _animationFrame = 0;
301 _animationState = 0;
302 } else {
303 _animationFrame++;
304 if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(835)) {
305 _animationFrame = 0;
306 }
307 }
308 break;
309
310 case 2:
311 *animation = 833;
312 _animationFrame++;
313 if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(833)) {
314 _animationFrame = 0;
315 }
316 break;
317
318 case 3:
319 *animation = 837;
320 _animationFrame++;
321 if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(837)) {
322 *animation = 834;
323 _animationFrame = 0;
324 _animationState = 0;
325 }
326 break;
327
328 case 4:
329 *animation = 836;
330 if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(836) - 1) {
331 _animationFrame++;
332 }
333 break;
334
335 default:
336 break;
337 }
338 *frame = _animationFrame;
339
340 return true;
341 }
342
ChangeAnimationMode(int mode)343 bool AIScriptGeneralDoll::ChangeAnimationMode(int mode) {
344 switch (mode) {
345 case 0:
346 if (_animationState == 1) {
347 _flag = 1;
348 } else {
349 _animationState = 0;
350 _animationFrame = 0;
351 }
352 break;
353 case 1:
354 _animationState = 2;
355 _animationFrame = 0;
356 break;
357
358 case 3:
359 _animationState = 1;
360 _animationFrame = 0;
361 _flag = 0;
362 break;
363
364 case 43:
365 _animationState = 3;
366 _animationFrame = 0;
367 break;
368
369 case kAnimationModeDie:
370 _animationState = 4;
371 _animationFrame = 0;
372 break;
373 }
374
375 return true;
376 }
377
QueryAnimationState(int * animationState,int * animationFrame,int * animationStateNext,int * animationNext)378 void AIScriptGeneralDoll::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
379 *animationState = _animationState;
380 *animationFrame = _animationFrame;
381 *animationStateNext = _animationStateNext;
382 *animationNext = _animationNext;
383 }
384
SetAnimationState(int animationState,int animationFrame,int animationStateNext,int animationNext)385 void AIScriptGeneralDoll::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
386 _animationState = animationState;
387 _animationFrame = animationFrame;
388 _animationStateNext = animationStateNext;
389 _animationNext = animationNext;
390 }
391
ReachedMovementTrackWaypoint(int waypointId)392 bool AIScriptGeneralDoll::ReachedMovementTrackWaypoint(int waypointId) {
393 return true;
394 }
395
FledCombat()396 void AIScriptGeneralDoll::FledCombat() {
397 // return false;
398 }
399
400 } // End of namespace BladeRunner
401