/* 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 { enum kGenericWalkerAStates { kGenericWalkerAStatesIdle = 0, kGenericWalkerAStatesWalk = 1, kGenericWalkerAStatesDie = 2, kGenericWalkerAStatesGun = 3 }; AIScriptGenericWalkerA::AIScriptGenericWalkerA(BladeRunnerEngine *vm) : AIScriptBase(vm) { isInside = false; deltaX = 0.0f; deltaZ = 0.0f; } void AIScriptGenericWalkerA::Initialize() { _animationState = kGenericWalkerAStatesIdle; _animationFrame = 0; _animationStateNext = 0; isInside = false; deltaX = 0.0f; deltaZ = 0.0f; Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerDefault); } bool AIScriptGenericWalkerA::Update() { #if !BLADERUNNER_ORIGINAL_BUGS // extra check for possible fix of Bullet Bob's gun missing if (Player_Query_Current_Set() == kSetRC04 && Actor_Query_Goal_Number(kActorGenwalkerA) != kGoalGenwalkerABulletBobsTrackGun ) { Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerABulletBobsTrackGun); } #endif // !BLADERUNNER_ORIGINAL_BUGS switch (Actor_Query_Goal_Number(kActorGenwalkerA)) { case kGoalGenwalkerDefault: if (prepareWalker()) { return true; } break; case kGoalGenwalkerMoving: if (deltaX != 0.0f || deltaZ != 0.0f) { movingUpdate(); } break; case kGoalGenwalkerABulletBobsTrackGun: // Automatic gun at Bullet Bob Actor_Face_Actor(kActorGenwalkerA, kActorMcCoy, true); break; } return false; } void AIScriptGenericWalkerA::TimerExpired(int timer) { if (timer == kActorTimerAIScriptCustomTask2) { AI_Countdown_Timer_Reset(kActorGenwalkerA, kActorTimerAIScriptCustomTask2); Game_Flag_Reset(kFlagGenericWalkerWaiting); return;// true; } //return false; } void AIScriptGenericWalkerA::CompletedMovementTrack() { #if !BLADERUNNER_ORIGINAL_BUGS // extra check for possible fix of Bullet Bob's gun missing if (Player_Query_Current_Set() == kSetRC04 && Actor_Query_Goal_Number(kActorGenwalkerA) != kGoalGenwalkerABulletBobsTrackGun ) { Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerABulletBobsTrackGun); return; } #endif // !BLADERUNNER_ORIGINAL_BUGS if (Actor_Query_Goal_Number(kActorGenwalkerA) > kGoalGenwalkerDefault) { Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerDefault); if (!Game_Flag_Query(kFlagGenericWalkerWaiting)) { Game_Flag_Set(kFlagGenericWalkerWaiting); AI_Countdown_Timer_Reset(kActorGenwalkerA, kActorTimerAIScriptCustomTask2); AI_Countdown_Timer_Start(kActorGenwalkerA, kActorTimerAIScriptCustomTask2, Random_Query(6, 10)); } // return true; } // return false; } void AIScriptGenericWalkerA::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptGenericWalkerA::ClickedByPlayer() { Actor_Face_Actor(kActorMcCoy, kActorGenwalkerA, true); if (Actor_Query_Goal_Number(kActorGenwalkerA) == kGoalGenwalkerABulletBobsTrackGun) { Actor_Says(kActorMcCoy, 5290, 18); // kActorGenwalkerA here is actually the tracking gun in Bullet Bob's } else { switch (Random_Query(1, 10)) { case 1: Actor_Says(kActorMcCoy, 365, 3); break; case 2: Actor_Says(kActorMcCoy, 755, 3); break; case 3: Actor_Says(kActorMcCoy, 940, 3); break; case 4: Actor_Says(kActorMcCoy, 4560, 3); break; case 5: Actor_Says(kActorMcCoy, 4870, 3); break; case 6: Actor_Says(kActorMcCoy, 5125, 3); break; case 7: Actor_Says(kActorMcCoy, 8450, 3); break; case 8: Actor_Says(kActorMcCoy, 1085, 3); break; case 9: Actor_Says(kActorMcCoy, 365, 3); // Re-used line, same as case 1 break; case 10: Actor_Says(kActorMcCoy, 7415, 3); break; } } //return false; } void AIScriptGenericWalkerA::EnteredSet(int setId) { //return false; } void AIScriptGenericWalkerA::OtherAgentEnteredThisSet(int otherActorId) { //return false; } void AIScriptGenericWalkerA::OtherAgentExitedThisSet(int otherActorId) { if (Actor_Query_Goal_Number(kActorGenwalkerA) > kGoalGenwalkerDefault && otherActorId == kActorMcCoy) { Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerDefault); } //return false; } void AIScriptGenericWalkerA::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { //return false; } void AIScriptGenericWalkerA::ShotAtAndMissed() { //return false; } bool AIScriptGenericWalkerA::ShotAtAndHit() { if (Actor_Query_Goal_Number(kActorGenwalkerA) > kGoalGenwalkerDefault) { AI_Movement_Track_Flush(kActorGenwalkerA); _animationState = kGenericWalkerAStatesDie; _animationFrame = 0; Sound_Play(kSfxPOTSPL5, 100, 0, 0, 50); movingStart(); return true; } return false; } void AIScriptGenericWalkerA::Retired(int byActorId) { //return false; } int AIScriptGenericWalkerA::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptGenericWalkerA::GoalChanged(int currentGoalNumber, int newGoalNumber) { if (newGoalNumber == kGoalGenwalkerDefault) { AI_Movement_Track_Flush(kActorGenwalkerA); Actor_Put_In_Set(kActorGenwalkerA, kSetFreeSlotH); Global_Variable_Set(kVariableGenericWalkerAModel, -1); return false; } else if (newGoalNumber == kGoalGenwalkerMoving) { return true; } else if (newGoalNumber == kGoalGenwalkerABulletBobsTrackGun) { // Bullet Bob's tracking gun #if !BLADERUNNER_ORIGINAL_BUGS // Possible bug fix for disappearing gun - don't allow track complete events to interfere with Gun state AI_Movement_Track_Flush(kActorGenwalkerA); #endif Actor_Put_In_Set(kActorGenwalkerA, kSetRC04); Actor_Set_At_XYZ(kActorGenwalkerA, 0.0, 36.0, -172.0, 491); Actor_Change_Animation_Mode(kActorGenwalkerA, kAnimationModeCombatIdle); return true; } return false; } bool AIScriptGenericWalkerA::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case kGenericWalkerAStatesIdle: switch (Global_Variable_Query(kVariableGenericWalkerAModel)) { case 0: *animation = kModelGenWalkerHattedPersonWithUmbrellaStandsStill; // Hatted Person with umbrella still break; case 1: *animation = kModelGenWalkerHoodedPersonWithUmbrellaStandsStill; // Hooded person with umbrella still break; case 2: #if BLADERUNNER_ORIGINAL_BUGS // Hatted lady with wooden umbrella still (different from 436 model!) *animation = kModelGenWalkerHattedLadyWithWoodenUmbrellaStandsStill; #else // use model 436 and animation frame 4 *animation = kModelGenWalkerHattedPersonWithWoodenUmbrella; _animationFrame = 4; // frame 4 is used for still #endif // BLADERUNNER_ORIGINAL_BUGS break; case 3: *animation = kModelGenWalkerPunkPersonWithGlassesAndBeardStandsStill; // Person with glasses and beard still break; case 4: *animation = kModelGenWalkerHattedPersonNoUmbrellaStandsStill; // Hatted Person without umbrella still break; case 5: *animation = kModelGenWalkerPunkPersonWithGlassesStandsStill; // Punk person with glasses still break; case 6: *animation = kModelGenWalkerHattedChild; // Hatted child walking _animationFrame = 11; // frame 11 used for still break; case 7: *animation = kModelGenWalkerChild; // Child walking _animationFrame = 0; // frame 0 used for still (could also use frame 5) break; case 8: *animation = kModelGenWalkerHattedPersonFastPace; // Hatted person walking fast _animationFrame = 1; // frame 1 used for still break; case 9: *animation = kModelGenWalkerHattedPersonLoweredFace; // Hatted person walking lowered face _animationFrame = 6; // frame 6 used for still break; } if (!_vm->_cutContent || (Global_Variable_Query(kVariableGenericWalkerAModel) < 6 && Global_Variable_Query(kVariableGenericWalkerAModel) != 2) ) { _animationFrame = 0; } break; case kGenericWalkerAStatesWalk: switch (Global_Variable_Query(kVariableGenericWalkerAModel)) { case 0: *animation = kModelGenWalkerHattedPersonWithUmbrella; // Hatted person with umbrella walking break; case 1: *animation = kModelGenWalkerHoodedPersonWithUmbrella; // Hooded person with umbrella walking break; case 2: *animation = kModelGenWalkerHattedPersonWithWoodenUmbrella; // Hatted person with wooden umbrella walking break; case 3: *animation = kModelGenWalkerPunkPersonWithGlassesAndBeard; // Person with glasses and beard walking break; case 4: *animation = kModelGenWalkerHattedPersonNoUmbrellaSmallSteps; // Hatted Person without umbrella - walking small steps break; case 5: *animation = kModelGenWalkerPunkPersonWithGlasses; // Punk person with glasses walking break; case 6: *animation = kModelGenWalkerHattedChild; // Hatted child walking break; case 7: *animation = kModelGenWalkerChild; // Child walking break; case 8: *animation = kModelGenWalkerHattedPersonFastPace; // Hatted person walking fast break; case 9: *animation = kModelGenWalkerHattedPersonLoweredFace; // Hatted person walking lowered face break; } ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; } break; case kGenericWalkerAStatesDie: // This is an animation for Maggie (exploding) but is also used for generic death states (rats, generic walkers) // probably for debug purposes debugC(6, kDebugAnimation, "AIScriptGenericWalkerA::UpdateAnimation() - Current _animationState (%d) is placeholder", _animationState); *animation = kModelAnimationMaggieExploding; ++_animationFrame; if (++_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMaggieExploding)) { _animationFrame = 0; Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerDefault); _animationState = kGenericWalkerAStatesIdle; deltaX = 0.0f; deltaZ = 0.0f; } break; case kGenericWalkerAStatesGun: debugC(6, kDebugAnimation, "AIScriptGenericWalkerA::UpdateAnimation() - Current _animationState (%d) is special (bob's gun)", _animationState); *animation = kModelAnimationBulletBobsTrackingGun; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobsTrackingGun)) { _animationFrame = 0; } break; } *frame = _animationFrame; return true; } bool AIScriptGenericWalkerA::ChangeAnimationMode(int mode) { switch (mode) { case kAnimationModeIdle: _animationState = kGenericWalkerAStatesIdle; if (!_vm->_cutContent || (Global_Variable_Query(kVariableGenericWalkerAModel) < 6 && Global_Variable_Query(kVariableGenericWalkerAModel) != 2) ) { _animationFrame = 0; } break; case kAnimationModeWalk: _animationState = kGenericWalkerAStatesWalk; _animationFrame = 0; break; case kAnimationModeCombatIdle: _animationState = kGenericWalkerAStatesGun; _animationFrame = 0; break; default: debugC(6, kDebugAnimation, "AIScriptGenericWalkerA::ChangeAnimationMode(%d) - Target mode is not supported", mode); break; } return true; } void AIScriptGenericWalkerA::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptGenericWalkerA::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptGenericWalkerA::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptGenericWalkerA::FledCombat() { //return false; } void AIScriptGenericWalkerA::movingStart() { float mccoyX, mccoyY, mccoyZ; float walkerX, walkerY, walkerZ; Actor_Query_XYZ(kActorMcCoy, &mccoyX, &mccoyY, &mccoyZ); Actor_Query_XYZ(kActorGenwalkerA, &walkerX, &walkerY, &walkerZ); deltaX = walkerX - mccoyX; deltaZ = walkerZ - mccoyZ; float dist = sqrt(deltaX * deltaX + deltaZ * deltaZ); if (dist == 0.0f) { deltaZ = 0.0f; deltaX = 0.0f; } else { deltaX *= 10.0f / dist; deltaZ *= 10.0f / dist; } } void AIScriptGenericWalkerA::movingUpdate() { float walkerX, walkerY, walkerZ; Actor_Query_XYZ(kActorGenwalkerA, &walkerX, &walkerY, &walkerZ); int facing = Actor_Query_Facing_1024(kActorGenwalkerA); walkerX += deltaX; walkerZ += deltaZ; deltaX = deltaX * 0.97f; deltaZ = deltaZ * 0.97f; Actor_Set_At_XYZ(kActorGenwalkerA, walkerX, walkerY, walkerZ, facing); } bool AIScriptGenericWalkerA::prepareWalker() { if (Game_Flag_Query(kFlagGenericWalkerWaiting) || Global_Variable_Query(kVariableGenericWalkerConfig) < 0 || !preparePath()) { return false; } int model = 0; do { if (isInside) { model = Random_Query(3, 5); // 0, 1, 2 models have umbrellas so they should be in outdoors locations } else { if (_vm->_cutContent) { model = Random_Query(0, 9); } else { model = Random_Query(0, 5); } } // this while loop ensures choosing a different model for Walker A than the Walker B or Walker C } while (model == Global_Variable_Query(kVariableGenericWalkerBModel) || model == Global_Variable_Query(kVariableGenericWalkerCModel)); Global_Variable_Set(kVariableGenericWalkerAModel, model); Game_Flag_Set(kFlagGenericWalkerWaiting); AI_Countdown_Timer_Reset(kActorGenwalkerA, kActorTimerAIScriptCustomTask2); AI_Countdown_Timer_Start(kActorGenwalkerA, kActorTimerAIScriptCustomTask2, Random_Query(4, 12)); Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerMoving); return true; } bool AIScriptGenericWalkerA::preparePath() { AI_Movement_Track_Flush(kActorGenwalkerA); int set = Player_Query_Current_Set(); if (set == kSetAR01_AR02) { isInside = false; int waypointStart = Random_Query(155, 158); int waypointEnd = 0; AI_Movement_Track_Append(kActorGenwalkerA, waypointStart, 0); do { waypointEnd = Random_Query(155, 158); } while (waypointEnd == waypointStart); if ((waypointStart == 155 || waypointStart == 156) && (waypointEnd == 157 || waypointEnd == 158)) { AI_Movement_Track_Append(kActorGenwalkerA, 159, 0); AI_Movement_Track_Append(kActorGenwalkerA, 160, 0); if (Random_Query(0, 3) == 0) { AI_Movement_Track_Append_With_Facing(kActorGenwalkerA, 161, Random_Query(15, 30), 904); } } else if ((waypointEnd == 155 || waypointEnd == 156) && (waypointStart == 157 || waypointStart == 158)) { if (Random_Query(0, 3) == 0) { AI_Movement_Track_Append_With_Facing(kActorGenwalkerA, 161, Random_Query(15, 30), 904); } AI_Movement_Track_Append(kActorGenwalkerA, 160, 0); AI_Movement_Track_Append(kActorGenwalkerA, 159, 0); } else if ((waypointStart == 155 && waypointEnd == 156) || (waypointStart == 156 && waypointEnd == 155)) { AI_Movement_Track_Append(kActorGenwalkerA, 159, 0); } AI_Movement_Track_Append(kActorGenwalkerA, waypointEnd, 0); AI_Movement_Track_Repeat(kActorGenwalkerA); return true; } if (set == kSetCT01_CT12) { isInside = false; if (Random_Query(0, 1)) { AI_Movement_Track_Append(kActorGenwalkerA, 54, 1); if (Random_Query(1, 3) == 1) { AI_Movement_Track_Append(kActorGenwalkerA, 56, 0); AI_Movement_Track_Append(kActorGenwalkerA, 43, 1); } else { AI_Movement_Track_Append(kActorGenwalkerA, 53, 1); } AI_Movement_Track_Append(kActorGenwalkerA, 40, 1); AI_Movement_Track_Repeat(kActorGenwalkerA); } else { AI_Movement_Track_Append(kActorGenwalkerA, 53, 1); if (Random_Query(1, 3) == 1) { AI_Movement_Track_Append(kActorGenwalkerA, 43, 1); } else { AI_Movement_Track_Append(kActorGenwalkerA, 54, 1); } AI_Movement_Track_Append(kActorGenwalkerA, 40, 1); AI_Movement_Track_Repeat(kActorGenwalkerA); } return true; } if (set == kSetHC01_HC02_HC03_HC04) { isInside = true; if (Random_Query(0, 1)) { AI_Movement_Track_Append(kActorGenwalkerA, 164, 0); // Original code does indeed have duplication of branches here // TODO This could possible indicate intent of different movement tracks for the actor // based on repeated "coin flips", but as it was the code block for each branch was identical. #if 0 if (Random_Query(0, 1)) { AI_Movement_Track_Append(kActorGenwalkerA, 163, 0); AI_Movement_Track_Append(kActorGenwalkerA, 162, 0); } else if (Random_Query(0, 1)) { AI_Movement_Track_Append(kActorGenwalkerA, 163, 0); AI_Movement_Track_Append(kActorGenwalkerA, 162, 0); } else { #endif AI_Movement_Track_Append(kActorGenwalkerA, 163, 0); AI_Movement_Track_Append(kActorGenwalkerA, 162, 0); //} } else { AI_Movement_Track_Append(kActorGenwalkerA, 162, 0); // Original code matches the if/else blocks here // Intent seems to be that if the first coin flip fails (0) then a second one is made // and based on that the actors facing is set or remains unchanged. // The movement track is the same in both cases. // Better to preserve the likely effective duplication here // TODO Check if there's an observable difference between these branches // and whether kActorGenwalkerB and kActorGenwalkerC need to also have this behaviour. if (Random_Query(0, 1)) { AI_Movement_Track_Append(kActorGenwalkerA, 163, 0); AI_Movement_Track_Append(kActorGenwalkerA, 164, 0); } else { if (Random_Query(0, 1)) { AI_Movement_Track_Append_With_Facing(kActorGenwalkerA, 166, 0, 30); } AI_Movement_Track_Append(kActorGenwalkerA, 163, 0); AI_Movement_Track_Append(kActorGenwalkerA, 164, 0); } } AI_Movement_Track_Repeat(kActorGenwalkerA); return true; } if (set == kSetRC03) { isInside = false; int waypointStart = 0; int waypointEnd = 0; do { waypointStart = Random_Query(167, 171); } while (waypointStart == 168 || waypointStart == 169); do { waypointEnd = Random_Query(167, 171); } while (waypointEnd == waypointStart || waypointEnd == 168 || waypointEnd == 169); AI_Movement_Track_Append(kActorGenwalkerA, waypointStart, 0); if (waypointStart == 170) { AI_Movement_Track_Append(kActorGenwalkerA, 169, 0); AI_Movement_Track_Append(kActorGenwalkerA, 168, 0); } else if (waypointEnd == 170) { AI_Movement_Track_Append(kActorGenwalkerA, 168, 0); AI_Movement_Track_Append(kActorGenwalkerA, 169, 0); } AI_Movement_Track_Append(kActorGenwalkerA, waypointEnd, 0); AI_Movement_Track_Repeat(kActorGenwalkerA); return true; } return false; } } // End of namespace BladeRunner