/* 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 { AIScriptBulletBob::AIScriptBulletBob(BladeRunnerEngine *vm) : AIScriptBase(vm) { // _varChooseIdleAnimation can have valid values: 0, 1 _varChooseIdleAnimation = 0; _var2 = 6; _var3 = 1; _varNumOfTimesToHoldCurrentFrame = 0; } void AIScriptBulletBob::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _varChooseIdleAnimation = 0; _var2 = 6; _var3 = 1; _varNumOfTimesToHoldCurrentFrame = 0; Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobDefault); Actor_Set_Targetable(kActorBulletBob, true); } bool AIScriptBulletBob::Update() { if (Game_Flag_Query(kFlagRC04McCoyShotBob) && Actor_Query_Goal_Number(kActorBulletBob) != kGoalBulletBobDead ) { Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobDead); } if ( Player_Query_Combat_Mode() && Player_Query_Current_Scene() == kSceneRC04 && !Game_Flag_Query(kFlagRC04McCoyCombatMode) && Global_Variable_Query(kVariableChapter) < 4 ) { AI_Countdown_Timer_Reset(kActorBulletBob, kActorTimerAIScriptCustomTask2); AI_Countdown_Timer_Start(kActorBulletBob, kActorTimerAIScriptCustomTask2, 10); Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobWarningMcCoy); Actor_Modify_Friendliness_To_Other(kActorBulletBob, kActorMcCoy, -15); Game_Flag_Set(kFlagRC04McCoyCombatMode); } else if ( Actor_Query_Goal_Number(kActorBulletBob) == kGoalBulletBobWarningMcCoy && !Player_Query_Combat_Mode() ) { AI_Countdown_Timer_Reset(kActorBulletBob, kActorTimerAIScriptCustomTask2); Game_Flag_Reset(kFlagRC04McCoyCombatMode); Game_Flag_Set(kFlagRC04McCoyWarned); Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobDefault); } if ( Actor_Query_Goal_Number(kActorBulletBob) == kGoalBulletBobShootMcCoy && !Game_Flag_Query(kFlagRC04BobShootMcCoy) && _animationState == 0 ) { Actor_Face_Heading(kActorBulletBob, 208, false); _animationFrame = 0; _animationState = 2; Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobWillShotMcCoy); Game_Flag_Set(kFlagRC04BobShootMcCoy); return true; } if (Game_Flag_Query(kFlagRC04McCoyWarned) && Player_Query_Combat_Mode() && Actor_Query_Goal_Number(kActorBulletBob) != kGoalBulletBobDead ) { Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobShootMcCoy); return true; } return false; } void AIScriptBulletBob::TimerExpired(int timer) { if (timer == kActorTimerAIScriptCustomTask2 && Actor_Query_Goal_Number(kActorBulletBob) == kGoalBulletBobWarningMcCoy ) { Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobShootMcCoy); AI_Countdown_Timer_Reset(kActorBulletBob, kActorTimerAIScriptCustomTask2); return; //true; } return; //false; } void AIScriptBulletBob::CompletedMovementTrack() { //return false; } void AIScriptBulletBob::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptBulletBob::ClickedByPlayer() { //return false; } void AIScriptBulletBob::EnteredSet(int setId) { // return false; } void AIScriptBulletBob::OtherAgentEnteredThisSet(int otherActorId) { // return false; } void AIScriptBulletBob::OtherAgentExitedThisSet(int otherActorId) { // return false; } void AIScriptBulletBob::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptBulletBob::ShotAtAndMissed() { // return false; } bool AIScriptBulletBob::ShotAtAndHit() { Global_Variable_Increment(kVariableBobShot, 1); if (Global_Variable_Query(kVariableBobShot) > 0) { Actor_Set_Targetable(kActorBulletBob, false); Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobGone); _animationFrame = 0; _animationState = 3; Ambient_Sounds_Play_Speech_Sound(kActorGordo, 9000, 100, 0, 0, 0); // not a typo, it's really from Gordo Actor_Face_Heading(kActorBulletBob, 281, false); } return false; } void AIScriptBulletBob::Retired(int byActorId) { // return false; } int AIScriptBulletBob::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptBulletBob::GoalChanged(int currentGoalNumber, int newGoalNumber) { if (newGoalNumber == kGoalBulletBobDefault && Game_Flag_Query(kFlagRC04McCoyWarned) && Player_Query_Current_Scene() == kSceneRC04 ) { Actor_Says(kActorBulletBob, 140, 16); return true; } if ( newGoalNumber == kGoalBulletBobWarningMcCoy && !Game_Flag_Query(kFlagRC04McCoyWarned) && Player_Query_Current_Scene() == kSceneRC04 ) { Actor_Says(kActorBulletBob, 120, 37); Actor_Says(kActorMcCoy, 4915, 13); return true; } if ( newGoalNumber == kGoalBulletBobDead && !Actor_Clue_Query(kActorMcCoy, kClueVKBobGorskyReplicant) ) { Delay(2000); Actor_Voice_Over(2100, kActorVoiceOver); Actor_Voice_Over(2110, kActorVoiceOver); Actor_Voice_Over(2120, kActorVoiceOver); Actor_Voice_Over(2130, kActorVoiceOver); return true; } if (newGoalNumber == kGoalBulletBobShotMcCoy) { Scene_Exits_Disable(); Actor_Force_Stop_Walking(kActorMcCoy); Ambient_Sounds_Play_Speech_Sound(kActorMcCoy, 9900, 100, 0, 0, 0); Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie); Actor_Retired_Here(kActorMcCoy, 6, 6, true, -1); Scene_Exits_Enable(); return true; } return false; } bool AIScriptBulletBob::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: if (_varChooseIdleAnimation == 1) { #if BLADERUNNER_ORIGINAL_BUGS // TODO a bug? Why use kModelAnimationBulletBobSittingHeadMoveDownThink (516) here // and leave kModelAnimationBulletBobSittingHeadMoveAround (515) unused? // Also below kModelAnimationBulletBobSittingHeadMoveAround (515) is used // in Slice_Animation_Query_Number_Of_Frames(), // even though the count of frames is identical in both 515 and 516 framesets *animation = kModelAnimationBulletBobSittingHeadMoveDownThink; #else *animation = kModelAnimationBulletBobSittingHeadMoveAround; #endif if (_varNumOfTimesToHoldCurrentFrame > 0) { --_varNumOfTimesToHoldCurrentFrame; } else { if (++_animationFrame == 6) { _varNumOfTimesToHoldCurrentFrame = Random_Query(4, 8); } if (_animationFrame == 11) { _varNumOfTimesToHoldCurrentFrame = Random_Query(2, 6); } // frames in frameset kModelAnimationBulletBobSittingHeadMoveAround (515): 16 // frames in frameset kModelAnimationBulletBobSittingHeadMoveDownThink (kModelAnimationBulletBobSittingHeadMoveDownThink): 16 if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingHeadMoveAround)) { _animationFrame = 0; _varChooseIdleAnimation = 0; _var3 = 2 * Random_Query(0, 1) - 1; _var2 = Random_Query(3, 7); _varNumOfTimesToHoldCurrentFrame = Random_Query(0, 4); } } } else if (_varChooseIdleAnimation == 0) { *animation = kModelAnimationBulletBobSittingIdle; if (_varNumOfTimesToHoldCurrentFrame > 0) { --_varNumOfTimesToHoldCurrentFrame; } else { _animationFrame += _var3; if (_animationFrame < 0) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingIdle) - 1; } else if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingIdle)) { _animationFrame = 0; } if (!--_var2) { _var3 = 2 * Random_Query(0, 1) - 1; _var2 = Random_Query(3, 7); _varNumOfTimesToHoldCurrentFrame = Random_Query(0, 4); } if (_animationFrame == 0) { _varChooseIdleAnimation = Random_Query(0, 1); } } } break; case 1: *animation = kModelAnimationBulletBobSittingCombatIdle; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingCombatIdle)) { _animationFrame = 0; } break; case 2: *animation = kModelAnimationBulletBobSittingCombatFiresGun; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingCombatFiresGun)) { _animationFrame = 0; _animationState = 1; *animation = kModelAnimationBulletBobSittingCombatIdle; } if (_animationFrame == 10) { Sound_Play(kSfxSHOTCOK1, 75, 0, 0, 50); } if (_animationFrame == 5) { Sound_Play(kSfxSHOTGUN1, 90, 0, 0, 50); Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobShotMcCoy); } break; case 3: *animation = kModelAnimationBulletBobSittingCombatShotDead; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingCombatShotDead) - 1) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingCombatShotDead) - 1; _animationState = 16; Game_Flag_Set(kFlagRC04McCoyShotBob); } break; case 4: break; case 5: *animation = kModelAnimationBulletBobSittingThumbsUp; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingThumbsUp)) { *animation = kModelAnimationBulletBobSittingIdle; _animationFrame = 0; _animationState = 0; } break; case 6: *animation = kModelAnimationBulletBobSittingCalmTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingCalmTalk)) { _animationFrame = 0; } break; case 7: *animation = kModelAnimationBulletBobSittingDismissiveTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingDismissiveTalk)) { _animationFrame = 0; _animationState = 6; *animation = kModelAnimationBulletBobSittingCalmTalk; } break; case 8: *animation = kModelAnimationBulletBobSittingSuggestTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingSuggestTalk)) { _animationFrame = 0; _animationState = 6; *animation = kModelAnimationBulletBobSittingCalmTalk; } break; case 9: *animation = kModelAnimationBulletBobSittingQuickSuggestTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingQuickSuggestTalk)) { _animationFrame = 0; _animationState = 6; *animation = kModelAnimationBulletBobSittingCalmTalk; } break; case 10: *animation = kModelAnimationBulletBobSittingExplainTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingExplainTalk)) { _animationFrame = 0; _animationState = 6; *animation = kModelAnimationBulletBobSittingCalmTalk; } break; case 11: *animation = kModelAnimationBulletBobSittingGossipTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingGossipTalk)) { _animationFrame = 0; _animationState = 6; *animation = kModelAnimationBulletBobSittingCalmTalk; } break; case 12: *animation = kModelAnimationBulletBobSittingHeadNodLeftTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingHeadNodLeftTalk)) { _animationFrame = 0; _animationState = 6; *animation = kModelAnimationBulletBobSittingCalmTalk; } break; case 13: *animation = kModelAnimationBulletBobSittingPersistentTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingPersistentTalk)) { _animationFrame = 0; _animationState = 6; *animation = kModelAnimationBulletBobSittingCalmTalk; } break; case 14: *animation = kModelAnimationBulletBobSittingCombatRetrievesGun; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingCombatRetrievesGun)) { _animationFrame = 0; _animationState = 1; *animation = kModelAnimationBulletBobSittingCombatIdle; } break; case 15: if (_varChooseIdleAnimation == 1) { *animation = kModelAnimationBulletBobSittingHeadMoveDownThink; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingHeadMoveDownThink)) { _animationFrame += 2; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingHeadMoveDownThink)) { _animationFrame = 0; *animation = _animationNext; _animationState = _animationStateNext; } } else { _animationFrame -= 2; if (_animationFrame <= 0) { _animationFrame = 0; *animation = _animationNext; _animationState = _animationStateNext; } } } else if (_varChooseIdleAnimation == 0) { *animation = kModelAnimationBulletBobSittingIdle; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingIdle)) { _animationFrame += 2; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingIdle)) { _animationFrame = 0; *animation = _animationNext; _animationState = _animationStateNext; } } else { _animationFrame -= 2; if (_animationFrame <= 0) { _animationFrame = 0; *animation = _animationNext; _animationState = _animationStateNext; } } } break; case 16: *animation = kModelAnimationBulletBobSittingCombatShotDead; _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingCombatShotDead) - 1; break; default: debugC(6, kDebugAnimation, "AIScriptBulletBob::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState); break; } *frame = _animationFrame; return true; } bool AIScriptBulletBob::ChangeAnimationMode(int mode) { switch (mode) { case kAnimationModeIdle: if (_animationState > 4 || _animationState) { // TODO "|| _animationState" part of the clause does not make sense (makes the first part redundant). A bug? _animationState = 0; _animationFrame = 0; } break; case kAnimationModeTalk: // fall through case 9: // fall through case 30: if (_animationState < 6 || _animationState > 13) { _animationState = 15; _animationStateNext = 6; _animationNext = kModelAnimationBulletBobSittingCalmTalk; } break; case kAnimationModeCombatIdle: if (_animationState <= 4 && _animationState == 0) { _animationState = 14; _animationFrame = 0; } break; case kAnimationModeCombatAttack: _animationState = 2; _animationFrame = 0; break; case 10: // fall through case 31: if (_animationState < 6 || _animationState > 13) { _animationState = 15; _animationStateNext = 7; _animationNext = kModelAnimationBulletBobSittingDismissiveTalk; } break; case 11: // fall through case 33: if (_animationState < 6 || _animationState > 13) { _animationState = 15; _animationStateNext = 9; _animationNext = kModelAnimationBulletBobSittingQuickSuggestTalk; } break; case kAnimationModeHit: // fall through case kAnimationModeCombatHit: _animationState = 3; _animationFrame = 0; break; case 23: _animationState = 5; _animationFrame = 0; break; case 32: if (_animationState < 6 || _animationState > 13) { _animationState = 15; _animationStateNext = 8; _animationNext = kModelAnimationBulletBobSittingSuggestTalk; } break; case 34: if (_animationState < 6 || _animationState > 13) { _animationState = 15; _animationStateNext = 10; _animationNext = kModelAnimationBulletBobSittingExplainTalk; } break; case 35: if (_animationState < 6 || _animationState > 13) { _animationState = 15; _animationStateNext = 11; _animationNext = kModelAnimationBulletBobSittingGossipTalk; } break; case 36: if (_animationState < 6 || _animationState > 13) { _animationState = 15; _animationStateNext = 12; _animationNext = kModelAnimationBulletBobSittingHeadNodLeftTalk; } break; case 37: if (_animationState < 6 || _animationState > 13) { _animationState = 15; _animationStateNext = 13; _animationNext = kModelAnimationBulletBobSittingPersistentTalk; } break; case kAnimationModeDie: _animationState = 4; _animationFrame = 0; break; case 88: _animationState = 16; _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingCombatShotDead) - 1; break; default: _animationState = 0; _animationFrame = 0; debugC(6, kDebugAnimation, "AIScriptBulletBob::ChangeAnimationMode(%d) - Target mode is treated as default, state and frame are set to 0", mode); break; } return true; } void AIScriptBulletBob::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptBulletBob::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptBulletBob::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptBulletBob::FledCombat() { // return false; } } // End of namespace BladeRunner