/* 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 3 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, see . * */ #include "bladerunner/bladerunner.h" #include "bladerunner/script/ai_script.h" namespace BladeRunner { AIScriptSebastian::AIScriptSebastian(BladeRunnerEngine *vm) : AIScriptBase(vm) { _resumeIdleAfterFramesetCompletesFlag = false; } void AIScriptSebastian::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _resumeIdleAfterFramesetCompletesFlag = false; Actor_Set_Goal_Number(kActorSebastian, 0); } bool AIScriptSebastian::Update() { if (Actor_Query_Goal_Number(kActorSebastian) < 200 && Global_Variable_Query(kVariableChapter) == 3 ) { Actor_Set_Goal_Number(kActorSebastian, 200); } return false; } void AIScriptSebastian::TimerExpired(int timer) { //return false; } void AIScriptSebastian::CompletedMovementTrack() { //return false; } void AIScriptSebastian::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptSebastian::ClickedByPlayer() { if (Actor_Query_Goal_Number(kActorSebastian) == 205) { AI_Movement_Track_Pause(kActorSebastian); Actor_Face_Actor(kActorSebastian, kActorMcCoy, true); Actor_Face_Actor(kActorMcCoy, kActorSebastian, true); if (Actor_Clue_Query(kActorSebastian, kClueMcCoyIsABladeRunner)) { Actor_Says(kActorMcCoy, 6985, 16); Actor_Says(kActorSebastian, 610, 14); } else { dialogue(); } AI_Movement_Track_Unpause(kActorSebastian); return; //true; } return; //false; } void AIScriptSebastian::EnteredSet(int setId) { // return false; } void AIScriptSebastian::OtherAgentEnteredThisSet(int otherActorId) { // return false; } void AIScriptSebastian::OtherAgentExitedThisSet(int otherActorId) { // return false; } void AIScriptSebastian::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { if (otherActorId == kActorMcCoy && combatMode ) { #if BLADERUNNER_ORIGINAL_BUGS Global_Variable_Increment(kVariableGunPulledInFrontOfSebastian, 1); #else // This is a minor fix: Prevent increasing the value of kVariableGunPulledInFrontOfSebastian without restriction if (Global_Variable_Query(kVariableGunPulledInFrontOfSebastian) < 2) { Global_Variable_Increment(kVariableGunPulledInFrontOfSebastian, 1); } #endif Actor_Modify_Friendliness_To_Other(kActorSebastian, kActorMcCoy, -5); AI_Movement_Track_Pause(kActorSebastian); Actor_Face_Actor(kActorSebastian, kActorMcCoy, true); if (Global_Variable_Query(kVariableGunPulledInFrontOfSebastian) == 1) { Actor_Says(kActorSebastian, 680, 12); Actor_Face_Actor(kActorMcCoy, kActorSebastian, true); Actor_Says_With_Pause(kActorMcCoy, 7265, 0.0f, kAnimationModeCombatIdle); Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatIdle); Delay(500); Actor_Says(kActorSebastian, 690, 16); } else { Actor_Says(kActorSebastian, 700, 15); Actor_Says_With_Pause(kActorMcCoy, 7270, 0.0f, kAnimationModeCombatIdle); Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatIdle); } AI_Movement_Track_Unpause(kActorSebastian); return; //true; } } void AIScriptSebastian::ShotAtAndMissed() { // return false; } bool AIScriptSebastian::ShotAtAndHit() { return false; } void AIScriptSebastian::Retired(int byActorId) { // return false; } int AIScriptSebastian::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptSebastian::GoalChanged(int currentGoalNumber, int newGoalNumber) { if (newGoalNumber == 200) { Actor_Put_In_Set(kActorSebastian, kSetBB05); Actor_Set_At_XYZ(kActorSebastian, -13.08f, -60.31f, 100.88f, 470); } return false; } bool AIScriptSebastian::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = kModelAnimationSebastianIdle; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianIdle) - 1) { _animationFrame = 0; } break; case 1: *animation = kModelAnimationSebastianWalking; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianWalking) - 1) { _animationFrame = 0; } break; case 2: *animation = kModelAnimationSebastianStepsBack; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianStepsBack) - 1) { Actor_Change_Animation_Mode(kActorSebastian, kAnimationModeIdle); *animation = kModelAnimationSebastianIdle; _animationFrame = 0; _animationState = 0; } break; case 3: *animation = kModelAnimationSebastianTriesToRunHitsHeadAndFalls; if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianTriesToRunHitsHeadAndFalls) - 1) { ++_animationFrame; } break; case 4: if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) { Actor_Change_Animation_Mode(kActorSebastian, kAnimationModeIdle); *animation = kModelAnimationSebastianIdle; _animationState = 0; _animationFrame = 0; } else { *animation = kModelAnimationSebastianCalmHeadNodLeftTalk; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianCalmHeadNodLeftTalk) - 1) { _animationFrame = 0; } } break; case 5: *animation = kModelAnimationSebastianCalmHeadNodRightTalk; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianCalmHeadNodRightTalk) - 1) { _animationFrame = 0; _animationState = 4; *animation = kModelAnimationSebastianCalmHeadNodLeftTalk; } break; case 6: *animation = kModelAnimationSebastianSuggestTalk; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianSuggestTalk) - 1) { _animationFrame = 0; _animationState = 4; *animation = kModelAnimationSebastianCalmHeadNodLeftTalk; } break; case 7: *animation = kModelAnimationSebastianWonderingTalk; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianWonderingTalk) - 1) { _animationFrame = 0; _animationState = 4; *animation = kModelAnimationSebastianCalmHeadNodLeftTalk; } break; case 8: *animation = kModelAnimationSebastianPointingToSelfTalk; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianPointingToSelfTalk) - 1) { _animationFrame = 0; _animationState = 4; *animation = kModelAnimationSebastianCalmHeadNodLeftTalk; } break; case 9: *animation = kModelAnimationSebastianScratchEarTalk; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianScratchEarTalk) - 1) { _animationFrame = 0; _animationState = 4; *animation = kModelAnimationSebastianCalmHeadNodLeftTalk; } break; case 10: *animation = kModelAnimationSebastianAnnoyedTalk; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianAnnoyedTalk) - 1) { _animationFrame = 0; _animationState = 4; *animation = kModelAnimationSebastianCalmHeadNodLeftTalk; } break; case 11: *animation = kModelAnimationSebastianWaitTalk; ++_animationFrame; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianWaitTalk) - 1) { _animationFrame = 0; _animationState = 4; *animation = kModelAnimationSebastianCalmHeadNodLeftTalk; } break; default: debugC(6, kDebugAnimation, "AIScriptSebastian::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState); break; } *frame = _animationFrame; return true; } bool AIScriptSebastian::ChangeAnimationMode(int mode) { switch (mode) { case kAnimationModeIdle: if (_animationState > 11) { _animationState = 0; _animationFrame = 0; } else { _resumeIdleAfterFramesetCompletesFlag = true; } break; case kAnimationModeWalk: _animationState = 1; _animationFrame = 0; break; case kAnimationModeTalk: _animationState = 4; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 12: _animationState = 5; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 13: _animationState = 6; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 14: _animationState = 7; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 15: _animationState = 8; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 16: _animationState = 9; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 17: _animationState = 10; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 18: _animationState = 11; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 20: _animationState = 2; _animationFrame = 0; break; case kAnimationModeDie: _animationState = 3; _animationFrame = 0; break; default: debugC(6, kDebugAnimation, "AIScriptSebastian::ChangeAnimationMode(%d) - Target mode is not supported", mode); break; } return true; } void AIScriptSebastian::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptSebastian::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptSebastian::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptSebastian::FledCombat() { // return false; } void AIScriptSebastian::dialogue() { Dialogue_Menu_Clear_List(); if (Actor_Query_Friendliness_To_Other(kActorSebastian, kActorMcCoy) >= 45) { DM_Add_To_List_Never_Repeat_Once_Selected(930, 5, 5, 5); // MORAJI AND CHEW DM_Add_To_List_Never_Repeat_Once_Selected(940, -1, 5, 6); // EISENDULLER DM_Add_To_List_Never_Repeat_Once_Selected(950, 5, 5, 5); // TYRELL } if (Actor_Clue_Query(kActorMcCoy, kClueAnsweringMachineMessage)) { DM_Add_To_List_Never_Repeat_Once_Selected(960, 3, -1, 5); // TWINS } if (Actor_Clue_Query(kActorMcCoy, kClueAnsweringMachineMessage) && Actor_Clue_Query(kActorMcCoy, kClueEnvelope) ) { DM_Add_To_List_Never_Repeat_Once_Selected(970, -1, 4, -1); // RUNCITER } DM_Add_To_List_Never_Repeat_Once_Selected(980, -1, -1, 7); // ROBBERS DM_Add_To_List_Never_Repeat_Once_Selected(990, 7, 3, -1); // NEXUS-6 if (Dialogue_Menu_Query_List_Size()) { // This condition clause for non-empty dialogue menu options before adding the DONE option // only occurs in Sebastian's AI script. // Probably because, selecting "DONE" here, McCoy has nothing to say // so there's no point to add it as a "auto-selected" last option // if no other options exist in the list Dialogue_Menu_Add_DONE_To_List(1000); // DONE Dialogue_Menu_Appear(320, 240); int answer = Dialogue_Menu_Query_Input(); Dialogue_Menu_Disappear(); switch (answer) { case 930: // MORAJI AND CHEW Actor_Says(kActorMcCoy, 7075, 13); Actor_Says(kActorSebastian, 290, 12); Actor_Says(kActorSebastian, 300, 13); break; case 940: // EISENDULLER Actor_Says(kActorMcCoy, 7080, 15); Actor_Says(kActorSebastian, 310, 13); Actor_Says(kActorSebastian, 320, 16); Actor_Says(kActorSebastian, 340, 12); Actor_Says(kActorMcCoy, 7120, 14); Actor_Says(kActorSebastian, 350, kAnimationModeTalk); Actor_Says(kActorMcCoy, 7125, 13); Actor_Says(kActorSebastian, 360, 17); Actor_Says_With_Pause(kActorMcCoy, 7130, 1.0f, kAnimationModeTalk); Actor_Says(kActorMcCoy, 7135, 18); break; case 950: // TYRELL Actor_Says(kActorMcCoy, 7085, 15); Actor_Says_With_Pause(kActorSebastian, 370, 0.30f, 13); Actor_Says_With_Pause(kActorSebastian, 380, 0.70f, 17); Actor_Says(kActorSebastian, 390, 14); if (Actor_Clue_Query(kActorMcCoy, kClueChessTable)) { Actor_Says(kActorMcCoy, 7140, kAnimationModeTalk); Actor_Says(kActorSebastian, 400, 12); Actor_Says(kActorMcCoy, 7145, 16); Actor_Says(kActorSebastian, 410, 13); Actor_Says(kActorMcCoy, 7150, 17); Actor_Says(kActorSebastian, 420, 13); Actor_Says(kActorSebastian, 430, 14); } break; case 960: // TWINS Actor_Says(kActorMcCoy, 7090, 17); Actor_Says(kActorSebastian, 440, 14); Actor_Says(kActorSebastian, 450, 13); Actor_Says(kActorMcCoy, 7155, 13); Actor_Says(kActorSebastian, 460, 17); Actor_Says(kActorSebastian, 470, 12); Actor_Says(kActorSebastian, 480, 13); Actor_Says(kActorMcCoy, 7160, 18); Actor_Says(kActorSebastian, 490, 14); Actor_Says(kActorMcCoy, 7165, 14); setMcCoyIsABladeRunner(); break; case 970: // RUNCITER Actor_Says(kActorMcCoy, 7095, 13); Actor_Says(kActorSebastian, 500, 15); Actor_Says(kActorMcCoy, 7170, 17); Actor_Says(kActorSebastian, 510, 12); Actor_Says(kActorMcCoy, 7175, 18); Actor_Says(kActorSebastian, 520, 14); Actor_Says(kActorMcCoy, 7180, 12); Actor_Says(kActorSebastian, 530, 13); Actor_Says(kActorMcCoy, 7185, 12); setMcCoyIsABladeRunner(); break; case 980: // ROBBERS Actor_Says(kActorMcCoy, 7100, 12); Actor_Says(kActorSebastian, 540, 16); Actor_Says(kActorMcCoy, 7195, 18); Actor_Says(kActorSebastian, 720, 12); break; case 990: // NEXUS-6 Actor_Says(kActorMcCoy, 7105, 18); setMcCoyIsABladeRunner(); break; default: break; } } else if (Actor_Query_Friendliness_To_Other(kActorSebastian, kActorMcCoy) >= 45) { Actor_Says(kActorMcCoy, 7115, 13); Actor_Says(kActorSebastian, 280, 14); } else { Actor_Says(kActorMcCoy, 7110, 15); Actor_Says(kActorSebastian, 270, 16); } } void AIScriptSebastian::setMcCoyIsABladeRunner() { Actor_Clue_Acquire(kActorSebastian, kClueMcCoyIsABladeRunner, true, kActorMcCoy); Actor_Modify_Friendliness_To_Other(kActorSebastian, kActorMcCoy, -5); Actor_Says(kActorSebastian, 560, 15); Actor_Says(kActorMcCoy, 7200, 14); Actor_Says(kActorSebastian, 570, 16); Actor_Says(kActorMcCoy, 7205, 17); Actor_Says(kActorSebastian, 580, 13); Actor_Says_With_Pause(kActorMcCoy, 7210, 1.0f, 16); Actor_Says(kActorSebastian, 590, 12); Actor_Says(kActorMcCoy, 7215, 19); Actor_Says(kActorSebastian, 600, 14); Actor_Says(kActorMcCoy, 7220, 13); Actor_Says_With_Pause(kActorMcCoy, 7225, 0.80f, 14); Actor_Says(kActorSebastian, 610, 15); } } // End of namespace BladeRunner