/* 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/script/ai_script.h" namespace BladeRunner { AIScriptMutant3::AIScriptMutant3(BladeRunnerEngine *vm) : AIScriptBase(vm) { _var1 = 1; _resumeIdleAfterFramesetCompletesFlag = false; } void AIScriptMutant3::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _var1 = 1; _resumeIdleAfterFramesetCompletesFlag = false; Actor_Put_In_Set(kActorMutant3, kSetFreeSlotG); Actor_Set_At_Waypoint(kActorMutant3, 39, 0); Actor_Set_Goal_Number(kActorMutant3, 400); } bool AIScriptMutant3::Update() { if (Global_Variable_Query(kVariableChapter) == 4) { switch (Actor_Query_Goal_Number(kActorMutant3)) { case 401: if (Actor_Query_Which_Set_In(kActorMutant3) == Player_Query_Current_Set() && (Actor_Query_Friendliness_To_Other(kActorMutant3, kActorMcCoy) < 40 || Actor_Query_Combat_Aggressiveness(kActorMutant3) >= 60 ) ) { Actor_Set_Goal_Number(kActorMutant3, 410); } break; case 404: if (!Game_Flag_Query(kFlagMutantsPaused)) { Actor_Set_Goal_Number(kActorMutant3, 401); } break; case 410: if (Actor_Query_Which_Set_In(kActorMutant3) != Player_Query_Current_Set()) { Non_Player_Actor_Combat_Mode_Off(kActorMutant3); Actor_Set_Goal_Number(kActorMutant3, 403); } break; case 599: if (Actor_Query_Which_Set_In(kActorMutant3) != Player_Query_Current_Set()) { #if BLADERUNNER_ORIGINAL_BUGS Actor_Set_Goal_Number(kActorMutant3, 403); #else // intermediate goal to set new Health (revive for reuse) Actor_Set_Goal_Number(kActorMutant3, 411); #endif // BLADERUNNER_ORIGINAL_BUGS } break; } if (Game_Flag_Query(kFlagMutantsPaused) && Actor_Query_Goal_Number(kActorMutant3) != 599 ) { Actor_Set_Goal_Number(kActorMutant3, 404); } } else if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Goal_Number(kActorMutant3) != 590 ) { if (Actor_Query_Which_Set_In(kActorMutant3) != Player_Query_Current_Set()) { Actor_Set_Goal_Number(kActorMutant3, 590); } } return false; } void AIScriptMutant3::TimerExpired(int timer) { //return false; } void AIScriptMutant3::CompletedMovementTrack() { switch (Actor_Query_Goal_Number(kActorMutant3)) { case 201: Actor_Set_Goal_Number(kActorMutant3, 400); break; case 401: Actor_Set_Goal_Number(kActorMutant3, 403); break; } } void AIScriptMutant3::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptMutant3::ClickedByPlayer() { //return false; } void AIScriptMutant3::EnteredSet(int setId) { // return false; } void AIScriptMutant3::OtherAgentEnteredThisSet(int otherActorId) { // return false; } void AIScriptMutant3::OtherAgentExitedThisSet(int otherActorId) { // return false; } void AIScriptMutant3::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { if (Actor_Query_Which_Set_In(kActorMutant3) == Player_Query_Current_Set() && Actor_Query_Goal_Number(kActorMutant3) != 599 ) { if (otherActorId == kActorMcCoy) { if (combatMode) { Actor_Modify_Combat_Aggressiveness(kActorMutant3, 10); } else { Actor_Modify_Combat_Aggressiveness(kActorMutant3, -10); } } else if (otherActorId == kActorFreeSlotA || otherActorId == kActorMutant1 || otherActorId == kActorMutant2 ) { Actor_Modify_Combat_Aggressiveness(kActorMutant3, 5); } else { Actor_Modify_Combat_Aggressiveness(kActorMutant3, -10); } } } void AIScriptMutant3::ShotAtAndMissed() { if (Actor_Query_Goal_Number(kActorMutant3) != 410) { Actor_Modify_Combat_Aggressiveness(kActorMutant3, 15); Actor_Modify_Friendliness_To_Other(kActorMutant3, kActorMcCoy, -15); } } bool AIScriptMutant3::ShotAtAndHit() { if (Actor_Query_Goal_Number(kActorMutant3) != 410) { Actor_Modify_Combat_Aggressiveness(kActorMutant3, 20); Actor_Modify_Friendliness_To_Other(kActorMutant3, kActorMcCoy, -20); } return false; } void AIScriptMutant3::Retired(int byActorId) { Actor_Set_Goal_Number(kActorMutant3, 599); } int AIScriptMutant3::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptMutant3::GoalChanged(int currentGoalNumber, int newGoalNumber) { switch (newGoalNumber) { case 201: AI_Movement_Track_Flush(kActorMutant3); AI_Movement_Track_Append(kActorMutant3, 305, 3); AI_Movement_Track_Append(kActorMutant3, 306, 0); AI_Movement_Track_Append(kActorMutant3, 39, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 400: AI_Movement_Track_Flush(kActorMutant3); AI_Movement_Track_Append(kActorMutant3, 39, 0); AI_Movement_Track_Repeat(kActorMutant3); if (Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)) { Actor_Set_Combat_Aggressiveness(kActorMutant3, 80); Actor_Set_Friendliness_To_Other(kActorMutant3, kActorMcCoy, 20); } break; case 401: Actor_Set_Targetable(kActorMutant3, true); AI_Movement_Track_Flush(kActorMutant3); AI_Movement_Track_Append(kActorMutant3, 39, 0); switch (Random_Query(1, 8)) { case 1: AI_Movement_Track_Append(kActorMutant3, 182, 0); AI_Movement_Track_Append(kActorMutant3, 183, 2); AI_Movement_Track_Append(kActorMutant3, 184, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 2: AI_Movement_Track_Append(kActorMutant3, 296, 0); AI_Movement_Track_Append(kActorMutant3, 297, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 3: AI_Movement_Track_Append(kActorMutant3, 176, 0); AI_Movement_Track_Append(kActorMutant3, 177, 0); AI_Movement_Track_Append(kActorMutant3, 178, 2); AI_Movement_Track_Append(kActorMutant3, 177, 0); AI_Movement_Track_Append(kActorMutant3, 176, 1); AI_Movement_Track_Append(kActorMutant3, 39, 45); AI_Movement_Track_Repeat(kActorMutant3); break; case 4: AI_Movement_Track_Append(kActorMutant3, 298, 0); AI_Movement_Track_Append(kActorMutant3, 300, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 5: AI_Movement_Track_Append(kActorMutant3, 301, 0); AI_Movement_Track_Append(kActorMutant3, 302, 2); AI_Movement_Track_Append(kActorMutant3, 303, 0); AI_Movement_Track_Append(kActorMutant3, 304, 2); AI_Movement_Track_Append(kActorMutant3, 305, 0); AI_Movement_Track_Append(kActorMutant3, 304, 0); AI_Movement_Track_Append(kActorMutant3, 306, 0); AI_Movement_Track_Append(kActorMutant3, 39, 60); AI_Movement_Track_Repeat(kActorMutant3); break; case 6: AI_Movement_Track_Append(kActorMutant3, 307, 0); AI_Movement_Track_Append(kActorMutant3, 308, 0); AI_Movement_Track_Append(kActorMutant3, 309, 1); AI_Movement_Track_Append(kActorMutant3, 310, 3); AI_Movement_Track_Append(kActorMutant3, 311, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 7: switch (Random_Query(1, 5)) { case 1: AI_Movement_Track_Append(kActorMutant3, 532, 0); AI_Movement_Track_Append(kActorMutant3, 533, 0); AI_Movement_Track_Append(kActorMutant3, 534, 0); AI_Movement_Track_Append(kActorMutant3, 535, 0); AI_Movement_Track_Append(kActorMutant3, 533, 0); AI_Movement_Track_Append(kActorMutant3, 532, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 2: AI_Movement_Track_Append(kActorMutant3, 532, 0); AI_Movement_Track_Append(kActorMutant3, 533, 0); AI_Movement_Track_Append(kActorMutant3, 535, 1); AI_Movement_Track_Append(kActorMutant3, 534, 3); AI_Movement_Track_Append(kActorMutant3, 533, 0); AI_Movement_Track_Append(kActorMutant3, 532, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 3: AI_Movement_Track_Append(kActorMutant3, 536, 0); AI_Movement_Track_Append(kActorMutant3, 537, 0); AI_Movement_Track_Append(kActorMutant3, 538, 2); AI_Movement_Track_Append(kActorMutant3, 537, 0); AI_Movement_Track_Append(kActorMutant3, 536, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 4: AI_Movement_Track_Append(kActorMutant3, 532, 0); AI_Movement_Track_Append(kActorMutant3, 533, 0); AI_Movement_Track_Append(kActorMutant3, 534, 3); AI_Movement_Track_Append(kActorMutant3, 533, 0); AI_Movement_Track_Append(kActorMutant3, 532, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 5: AI_Movement_Track_Append(kActorMutant3, 532, 0); AI_Movement_Track_Append(kActorMutant3, 533, 0); AI_Movement_Track_Append(kActorMutant3, 535, 1); AI_Movement_Track_Append(kActorMutant3, 533, 0); AI_Movement_Track_Append(kActorMutant3, 532, 0); AI_Movement_Track_Repeat(kActorMutant3); break; } break; case 8: AI_Movement_Track_Append(kActorMutant3, 176, 0); AI_Movement_Track_Append(kActorMutant3, 177, 0); AI_Movement_Track_Append(kActorMutant3, 176, 0); AI_Movement_Track_Repeat(kActorMutant3); break; default: AI_Movement_Track_Append(kActorMutant3, 39, 60); AI_Movement_Track_Repeat(kActorMutant3); break; } break; case 403: Actor_Set_Targetable(kActorMutant3, false); Actor_Set_Goal_Number(kActorMutant3, 401); break; case 404: AI_Movement_Track_Flush(kActorMutant3); AI_Movement_Track_Append(kActorMutant3, 39, 0); AI_Movement_Track_Repeat(kActorMutant3); break; case 410: switch (Actor_Query_Which_Set_In(kActorMutant3)) { case kSetUG01: Non_Player_Actor_Combat_Mode_On(kActorMutant3, kActorCombatStateIdle, false, kActorMcCoy, 11, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false); break; case kSetUG04: // fall through case kSetUG05: // fall through case kSetUG06: Non_Player_Actor_Combat_Mode_On(kActorMutant3, kActorCombatStateIdle, false, kActorMcCoy, 10, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false); break; case kSetUG10: // fall through case kSetUG12: // fall through case kSetUG14: Non_Player_Actor_Combat_Mode_On(kActorMutant3, kActorCombatStateIdle, false, kActorMcCoy, 14, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false); break; } break; #if BLADERUNNER_ORIGINAL_BUGS #else case 411: // We need the additional intermediate goal 411 (as mutant1 has) // so that we set the health here, instead of the when the goal is set to 599 (dying) // Setting the health "revives" the mutant, which would result in their bound box being reduced to a point // (see Actor::setHealth() call to retire(false, 0, 0, -1)) // and thus their corpse being unclickable after McCoy shot them. // Goal 411 does this, but is set only when McCoy is no longer present in the scene/set. AI_Movement_Track_Flush(kActorMutant3); Actor_Set_Intelligence(kActorMutant3, 40); Actor_Set_Health(kActorMutant3, 10 * Query_Difficulty_Level() + 50, 10 * Query_Difficulty_Level() + 50); if (Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)) { Actor_Set_Combat_Aggressiveness(kActorMutant3, 80); Actor_Set_Friendliness_To_Other(kActorMutant3, kActorMcCoy, 20); } else { Actor_Set_Combat_Aggressiveness(kActorMutant3, 50); Actor_Set_Friendliness_To_Other(kActorMutant3, kActorMcCoy, 40); } // code repeated also in case 599 which precedes this one // redundant? // results in additional reduction in friendliness and increase of aggressiveness for the other two mutants Actor_Modify_Friendliness_To_Other(kActorMutant1, kActorMcCoy, 20); Actor_Modify_Friendliness_To_Other(kActorMutant2, kActorMcCoy, 15); Actor_Modify_Combat_Aggressiveness(kActorMutant1, 10); Actor_Modify_Combat_Aggressiveness(kActorMutant2, 10); Actor_Set_Goal_Number(kActorMutant3, 403); return true; #endif // BLADERUNNER_ORIGINAL_BUGS case 590: AI_Movement_Track_Flush(kActorMutant3); AI_Movement_Track_Append(kActorMutant3, 39, 100); AI_Movement_Track_Repeat(kActorMutant3); break; case 599: AI_Movement_Track_Flush(kActorMutant3); Actor_Change_Animation_Mode(kActorMutant3, kAnimationModeDie); #if BLADERUNNER_ORIGINAL_BUGS Actor_Set_Intelligence(kActorMutant3, 40); Actor_Set_Health(kActorMutant3, 10 * Query_Difficulty_Level() + 50, 10 * Query_Difficulty_Level() + 50); if (Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)) { Actor_Set_Combat_Aggressiveness(kActorMutant3, 80); Actor_Set_Friendliness_To_Other(kActorMutant3, kActorMcCoy, 20); } else { Actor_Set_Combat_Aggressiveness(kActorMutant3, 50); Actor_Set_Friendliness_To_Other(kActorMutant3, kActorMcCoy, 40); } #endif // BLADERUNNER_ORIGINAL_BUGS // results in additional reduction in friendliness and increase of aggressiveness for the other two mutants Actor_Modify_Friendliness_To_Other(kActorMutant1, kActorMcCoy, 20); Actor_Modify_Friendliness_To_Other(kActorMutant2, kActorMcCoy, 15); Actor_Modify_Combat_Aggressiveness(kActorMutant1, 10); Actor_Modify_Combat_Aggressiveness(kActorMutant2, 10); break; default: return false; } return true; } bool AIScriptMutant3::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = kModelAnimationMutant3Idle; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3Idle)) { _animationFrame = 0; } break; case 1: *animation = kModelAnimationMutant3Walking; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3Walking)) { _animationFrame = 0; } break; case 2: *animation = kModelAnimationMutant3Running; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3Running)) { _animationFrame = 0; } break; case 3: if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) { *animation = kModelAnimationMutant3Idle; _animationState = 0; } else { *animation = kModelAnimationMutant3YellOrHurt; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3YellOrHurt)) { _animationFrame = 0; } } break; case 4: *animation = kModelAnimationMutant3YellOrHurt; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3YellOrHurt)) { _animationFrame = 0; _animationState = 3; *animation = kModelAnimationMutant3CalmTalk; } break; case 5: *animation = kModelAnimationMutant3PicksUpAndThrowsRock; ++_animationFrame; if (_animationFrame == 9) { int snd; if (Random_Query(1, 2) == 1) { snd = 9010; } else { snd = 9015; } Sound_Play_Speech_Line(kActorMutant3, snd, 75, 0, 99); } if (_animationFrame == 11) { Actor_Combat_AI_Hit_Attempt(kActorMutant3); } if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { Actor_Change_Animation_Mode(kActorMutant3, kAnimationModeIdle); } break; case 6: *animation = kModelAnimationMutant3ShotDead; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3ShotDead)) { Actor_Change_Animation_Mode(kActorMutant3, 88); } break; case 7: *animation = kModelAnimationMutant3ShotDead; _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3ShotDead) - 1; break; case 8: *animation = kModelAnimationMutant3CrouchedWaiting; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3CrouchedWaiting)) { _animationFrame = 0; } break; case 9: *animation = kModelAnimationMutant3CrouchedFromStanding; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3CrouchedFromStanding)) { _animationFrame = 0; _animationState = 8; *animation = kModelAnimationMutant3CrouchedWaiting; } break; case 10: *animation = kModelAnimationMutant3CrouchedToStanding; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3CrouchedToStanding)) { *animation = kModelAnimationMutant3Idle; _animationFrame = 0; _animationState = 0; } break; case 11: *animation = kModelAnimationMutant3ShotDead; _animationFrame += _var1; if (_animationFrame == 3) { Sound_Play(kSfxHURT1M3, 100, 0, 0, 50); _var1 = -1; } else { if (_animationFrame == 0) { Actor_Change_Animation_Mode(kActorMutant3, kAnimationModeIdle); } } break; default: // Dummy placeholder, kModelAnimationZubenIdle (406) is a Zuben animation *animation = kModelAnimationZubenIdle; debugC(6, kDebugAnimation, "AIScriptMutant3::UpdateAnimation() - Current _animationState (%d) is a placeholder", _animationState); break; } *frame = _animationFrame; return true; } bool AIScriptMutant3::ChangeAnimationMode(int mode) { switch (mode) { case kAnimationModeIdle: switch (_animationState) { case 3: // fall through case 4: _resumeIdleAfterFramesetCompletesFlag = true; break; case 8: _animationState = 10; _animationFrame = 0; break; case 10: return true; default: _animationState = 0; _animationFrame = 0; break; } break; case kAnimationModeWalk: // fall through case kAnimationModeCombatWalk: _animationState = 1; _animationFrame = 0; break; case kAnimationModeRun: // fall through case kAnimationModeCombatRun: _animationState = 2; _animationFrame = 0; break; case 3: // fall through case 12: _animationState = 3; _animationFrame = 0; _resumeIdleAfterFramesetCompletesFlag = false; break; case 4: if (_animationState >= 3 && _animationState <= 4) { _resumeIdleAfterFramesetCompletesFlag = true; } else { _animationState = 0; _animationFrame = 0; } break; case 6: _animationState = 5; _animationFrame = 0; break; case 21: // fall through case 22: _animationState = 11; _animationFrame = 0; _var1 = 1; break; case 43: if ((unsigned int)(_animationState - 8) > 1) { _animationState = 9; _animationFrame = 0; } break; case kAnimationModeDie: _animationState = 6; _animationFrame = 0; break; case 88: _animationState = 7; _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3ShotDead) - 1; break; default: debugC(6, kDebugAnimation, "AIScriptMutant3::ChangeAnimationMode(%d) - Target mode is not supported", mode); break; } return true; } void AIScriptMutant3::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptMutant3::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptMutant3::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptMutant3::FledCombat() { Actor_Set_Goal_Number(kActorMutant3, 403); } } // End of namespace BladeRunner