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 _resumeIdleAfterFramesetCompletesFlag = false;
29 }
30
Initialize()31 void AIScriptGeneralDoll::Initialize() {
32 _animationFrame = 0;
33 _animationState = 0;
34 _animationStateNext = 0;
35 _animationNext = 0;
36
37 _resumeIdleAfterFramesetCompletesFlag = false;
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
82 case 1:
83 Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 10, 80, 0, 0, 0);
84 break;
85
86 case 2:
87 Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 20, 80, 0, 0, 0);
88 break;
89
90 case 3:
91 Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 30, 80, 0, 0, 0);
92 break;
93
94 case 4:
95 Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 40, 80, 0, 0, 0);
96 break;
97
98 case 5:
99 Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 50, 80, 0, 0, 0);
100 break;
101 }
102 Actor_Set_Goal_Number(kActorGeneralDoll, 102);
103 } else {
104 Actor_Set_Goal_Number(kActorGeneralDoll, 103);
105 }
106 return; //true;
107
108 case 102:
109 Actor_Set_Goal_Number(kActorGeneralDoll, 103);
110 return; //true;
111
112 case 103:
113 Actor_Set_Goal_Number(kActorGeneralDoll, 101);
114 return; //true;
115
116 case 200:
117 Actor_Set_Goal_Number(kActorGeneralDoll, 201);
118 return; //true;
119
120 case 201:
121 Actor_Set_Goal_Number(kActorGeneralDoll, 200);
122 return; //true;
123 }
124
125 return; //false
126 }
127
ReceivedClue(int clueId,int fromActorId)128 void AIScriptGeneralDoll::ReceivedClue(int clueId, int fromActorId) {
129 //return false;
130 }
131
ClickedByPlayer()132 void AIScriptGeneralDoll::ClickedByPlayer() {
133 Actor_Face_Actor(kActorMcCoy, kActorGeneralDoll, true);
134 Actor_Voice_Over(30, kActorVoiceOver);
135 Actor_Voice_Over(40, kActorVoiceOver);
136 }
137
EnteredSet(int setId)138 void AIScriptGeneralDoll::EnteredSet(int setId) {
139 // return false;
140 }
141
OtherAgentEnteredThisSet(int otherActorId)142 void AIScriptGeneralDoll::OtherAgentEnteredThisSet(int otherActorId) {
143 // return false;
144 }
145
OtherAgentExitedThisSet(int otherActorId)146 void AIScriptGeneralDoll::OtherAgentExitedThisSet(int otherActorId) {
147 // return false;
148 }
149
OtherAgentEnteredCombatMode(int otherActorId,int combatMode)150 void AIScriptGeneralDoll::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
151 // return false;
152 }
153
ShotAtAndMissed()154 void AIScriptGeneralDoll::ShotAtAndMissed() {
155 // return false;
156 }
157
ShotAtAndHit()158 bool AIScriptGeneralDoll::ShotAtAndHit() {
159 AI_Movement_Track_Flush(kActorGeneralDoll);
160 Global_Variable_Increment(kVariableGeneralDollShot, 1);
161 if (!Game_Flag_Query(kFlagGeneralDollShot)
162 && Global_Variable_Query(kVariableGeneralDollShot) == 1
163 ) {
164 Sound_Play(kSfxSERVOD1, 100, 0, 0, 50);
165 Game_Flag_Set(kFlagGeneralDollShot);
166 Actor_Set_Goal_Number(kActorGeneralDoll, 104);
167 ChangeAnimationMode(kAnimationModeDie);
168 Actor_Set_Targetable(kActorGeneralDoll, false);
169 }
170
171 return false;
172 }
173
Retired(int byActorId)174 void AIScriptGeneralDoll::Retired(int byActorId) {
175 // return false;
176 }
177
GetFriendlinessModifierIfGetsClue(int otherActorId,int clueId)178 int AIScriptGeneralDoll::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
179 return 0;
180 }
181
GoalChanged(int currentGoalNumber,int newGoalNumber)182 bool AIScriptGeneralDoll::GoalChanged(int currentGoalNumber, int newGoalNumber) {
183 switch (newGoalNumber) {
184 case 100:
185 AI_Movement_Track_Flush(kActorGeneralDoll);
186 AI_Movement_Track_Append(kActorGeneralDoll, 39, 0);
187 AI_Movement_Track_Repeat(kActorGeneralDoll);
188 break;
189
190 case 101:
191 AI_Movement_Track_Flush(kActorGeneralDoll);
192 AI_Movement_Track_Append(kActorGeneralDoll, 196, 0);
193 AI_Movement_Track_Repeat(kActorGeneralDoll);
194 break;
195
196 case 102:
197 AI_Movement_Track_Flush(kActorGeneralDoll);
198 AI_Movement_Track_Append(kActorGeneralDoll, 197, 0);
199 AI_Movement_Track_Repeat(kActorGeneralDoll);
200 break;
201
202 case 103:
203 AI_Movement_Track_Flush(kActorGeneralDoll);
204 if (Random_Query(1, 2) == 1) {
205 AI_Movement_Track_Append(kActorGeneralDoll, 198, 0);
206 AI_Movement_Track_Append(kActorGeneralDoll, 329, 0);
207 AI_Movement_Track_Append(kActorGeneralDoll, 328, 0);
208 AI_Movement_Track_Append(kActorGeneralDoll, 330, 0);
209 AI_Movement_Track_Append(kActorGeneralDoll, 331, 0);
210 AI_Movement_Track_Append(kActorGeneralDoll, 335, 0);
211 AI_Movement_Track_Append(kActorGeneralDoll, 139, 0);
212 AI_Movement_Track_Append(kActorGeneralDoll, 138, 0);
213 AI_Movement_Track_Append(kActorGeneralDoll, 137, 0);
214 AI_Movement_Track_Append(kActorGeneralDoll, 136, 0);
215 AI_Movement_Track_Append(kActorGeneralDoll, 135, 0);
216 AI_Movement_Track_Append(kActorGeneralDoll, 134, 0);
217 AI_Movement_Track_Append(kActorGeneralDoll, 326, 0);
218 AI_Movement_Track_Append(kActorGeneralDoll, 327, 0);
219 } else {
220 AI_Movement_Track_Append(kActorGeneralDoll, 136, 0);
221 AI_Movement_Track_Append(kActorGeneralDoll, 137, 0);
222 AI_Movement_Track_Append(kActorGeneralDoll, 138, 0);
223 AI_Movement_Track_Append(kActorGeneralDoll, 139, 0);
224 AI_Movement_Track_Append(kActorGeneralDoll, 335, 0);
225 AI_Movement_Track_Append(kActorGeneralDoll, 331, 0);
226 AI_Movement_Track_Append(kActorGeneralDoll, 327, 0);
227 AI_Movement_Track_Append(kActorGeneralDoll, 326, 0);
228 }
229 AI_Movement_Track_Repeat(kActorGeneralDoll);
230 break;
231
232 case 104:
233 AI_Movement_Track_Flush(kActorGeneralDoll);
234 break;
235
236 case 106:
237 AI_Movement_Track_Flush(kActorGeneralDoll);
238 AI_Movement_Track_Append(kActorGeneralDoll, 196, 0);
239 AI_Movement_Track_Append(kActorGeneralDoll, 197, 0);
240 AI_Movement_Track_Repeat(kActorGeneralDoll);
241 break;
242
243 case 200:
244 AI_Movement_Track_Flush(kActorGeneralDoll);
245 Actor_Put_In_Set(kActorGeneralDoll, kSetBB05);
246 Actor_Set_At_Waypoint(kActorGeneralDoll, 134, 0);
247 Actor_Set_Goal_Number(kActorGeneralDoll, 201);
248 break;
249
250 case 201:
251 AI_Movement_Track_Flush(kActorGeneralDoll);
252 if (Random_Query(1, 2) == 1) {
253 AI_Movement_Track_Append(kActorGeneralDoll, 198, 0);
254 AI_Movement_Track_Append(kActorGeneralDoll, 329, 0);
255 AI_Movement_Track_Append(kActorGeneralDoll, 328, 0);
256 AI_Movement_Track_Append(kActorGeneralDoll, 330, 0);
257 AI_Movement_Track_Append(kActorGeneralDoll, 331, 0);
258 AI_Movement_Track_Append(kActorGeneralDoll, 335, 0);
259 AI_Movement_Track_Append(kActorGeneralDoll, 139, 0);
260 AI_Movement_Track_Append(kActorGeneralDoll, 138, 0);
261 AI_Movement_Track_Append(kActorGeneralDoll, 137, 0);
262 AI_Movement_Track_Append(kActorGeneralDoll, 136, 0);
263 AI_Movement_Track_Append(kActorGeneralDoll, 135, 0);
264 AI_Movement_Track_Append(kActorGeneralDoll, 134, 0);
265 AI_Movement_Track_Append(kActorGeneralDoll, 326, 0);
266 AI_Movement_Track_Append(kActorGeneralDoll, 327, 0);
267 } else {
268 AI_Movement_Track_Append(kActorGeneralDoll, 136, 0);
269 AI_Movement_Track_Append(kActorGeneralDoll, 137, 0);
270 AI_Movement_Track_Append(kActorGeneralDoll, 138, 0);
271 AI_Movement_Track_Append(kActorGeneralDoll, 139, 0);
272 AI_Movement_Track_Append(kActorGeneralDoll, 335, 0);
273 AI_Movement_Track_Append(kActorGeneralDoll, 331, 0);
274 AI_Movement_Track_Append(kActorGeneralDoll, 327, 0);
275 AI_Movement_Track_Append(kActorGeneralDoll, 326, 0);
276 }
277 AI_Movement_Track_Repeat(kActorGeneralDoll);
278 break;
279
280 case 299:
281 AI_Movement_Track_Flush(kActorGeneralDoll);
282 break;
283
284 default:
285 return false;
286 }
287
288 return true;
289 }
290
UpdateAnimation(int * animation,int * frame)291 bool AIScriptGeneralDoll::UpdateAnimation(int *animation, int *frame) {
292 switch (_animationState) {
293 case 0:
294 *animation = kModelGeneralDollIdle;
295 ++_animationFrame;
296 if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelGeneralDollIdle)) {
297 _animationFrame = 0;
298 }
299 break;
300
301 case 1:
302 *animation = kModelGeneralDollHaltSalute;
303 if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
304 *animation = kModelGeneralDollIdle;
305 _animationFrame = 0;
306 _animationState = 0;
307 } else {
308 ++_animationFrame;
309 if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelGeneralDollHaltSalute)) {
310 _animationFrame = 0;
311 }
312 }
313 break;
314
315 case 2:
316 *animation = kModelGeneralDollWalking;
317 ++_animationFrame;
318 if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelGeneralDollWalking)) {
319 _animationFrame = 0;
320 }
321 break;
322
323 case 3:
324 *animation = kModelGeneralDollGotHit;
325 ++_animationFrame;
326 if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelGeneralDollGotHit)) {
327 *animation = kModelGeneralDollIdle;
328 _animationFrame = 0;
329 _animationState = 0;
330 }
331 break;
332
333 case 4:
334 *animation = kModelGeneralDollShotDead;
335 if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelGeneralDollShotDead) - 1) {
336 ++_animationFrame;
337 }
338 break;
339
340 default:
341 break;
342 }
343 *frame = _animationFrame;
344
345 return true;
346 }
347
ChangeAnimationMode(int mode)348 bool AIScriptGeneralDoll::ChangeAnimationMode(int mode) {
349 switch (mode) {
350 case 0:
351 if (_animationState == 1) {
352 _resumeIdleAfterFramesetCompletesFlag = true;
353 } else {
354 _animationState = 0;
355 _animationFrame = 0;
356 }
357 break;
358
359 case 1:
360 _animationState = 2;
361 _animationFrame = 0;
362 break;
363
364 case 3:
365 _animationState = 1;
366 _animationFrame = 0;
367 _resumeIdleAfterFramesetCompletesFlag = false;
368 break;
369
370 case 43:
371 _animationState = 3;
372 _animationFrame = 0;
373 break;
374
375 case kAnimationModeDie:
376 _animationState = 4;
377 _animationFrame = 0;
378 break;
379 }
380
381 return true;
382 }
383
QueryAnimationState(int * animationState,int * animationFrame,int * animationStateNext,int * animationNext)384 void AIScriptGeneralDoll::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
385 *animationState = _animationState;
386 *animationFrame = _animationFrame;
387 *animationStateNext = _animationStateNext;
388 *animationNext = _animationNext;
389 }
390
SetAnimationState(int animationState,int animationFrame,int animationStateNext,int animationNext)391 void AIScriptGeneralDoll::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
392 _animationState = animationState;
393 _animationFrame = animationFrame;
394 _animationStateNext = animationStateNext;
395 _animationNext = animationNext;
396 }
397
ReachedMovementTrackWaypoint(int waypointId)398 bool AIScriptGeneralDoll::ReachedMovementTrackWaypoint(int waypointId) {
399 return true;
400 }
401
FledCombat()402 void AIScriptGeneralDoll::FledCombat() {
403 // return false;
404 }
405
406 } // End of namespace BladeRunner
407