898 lines
29 KiB
C++
898 lines
29 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bladerunner/script/ai_script.h"
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//#include "common/debug.h"
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namespace BladeRunner {
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AIScriptFreeSlotA::AIScriptFreeSlotA(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_var1 = 0;
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_var2 = 1;
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_fallSpeed = 0.0f;
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_fallHeightCurrent = 0.0f; // not initialized in original
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_fallHeightTarget = 0.0f; // not initialized in original
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}
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void AIScriptFreeSlotA::Initialize() {
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_animationFrame = 0;
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_animationState = 0;
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_animationStateNext = 0;
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_animationNext = 0;
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_var1 = 0;
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_var2 = 1;
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_fallSpeed = 0.0f;
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_fallHeightCurrent = 0.0f; // not initialized in original
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_fallHeightTarget = 0.0f; // not initialized in original
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World_Waypoint_Set(525, kSetKP02, -780.0f, -615.49f, 2611.0f);
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// TODO: A bug? world waypoint 526 is unused
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World_Waypoint_Set(526, kSetKP02, -780.0f, -615.49f, 2759.0f);
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}
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bool AIScriptFreeSlotA::Update() {
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switch (Global_Variable_Query(kVariableChapter)) {
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case 4:
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// Act 4
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if (Actor_Query_Which_Set_In(kActorMcCoy) == kSetUG15
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&& Actor_Query_Which_Set_In(kActorFreeSlotA) == kSetUG15
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) {
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int goal = Actor_Query_Goal_Number(kActorFreeSlotA);
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if ((goal == kGoalFreeSlotAUG15RunToOtherSide
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|| goal == kGoalFreeSlotAUG15RunBack)
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&& Actor_Query_Inch_Distance_From_Actor(kActorFreeSlotA, kActorMcCoy) <= 48
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) {
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAUG15Attack);
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} else if (goal == kGoalFreeSlotAUG15Fall) {
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float x, y, z;
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Actor_Query_XYZ(kActorMcCoy, &x, &y, &z);
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_fallHeightCurrent += _fallSpeed;
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if (_fallHeightTarget < _fallHeightCurrent) {
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_fallSpeed -= 0.2f;
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} else {
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_fallHeightCurrent = _fallHeightTarget;
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotADefault);
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}
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Actor_Set_At_XYZ(kActorFreeSlotA, x, _fallHeightCurrent, z, Actor_Query_Facing_1024(kActorFreeSlotA));
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}
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return true;
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}
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switch (Actor_Query_Goal_Number(kActorFreeSlotA)) {
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case kGoalFreeSlotAWalkAround:
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#if BLADERUNNER_ORIGINAL_BUGS
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if (Actor_Query_Which_Set_In(kActorFreeSlotA) == Player_Query_Current_Set()
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&& Actor_Query_Inch_Distance_From_Actor(kActorFreeSlotA, kActorMcCoy) <= 48
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) {
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAAttackMcCoy);
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}
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#else
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if (Actor_Query_Which_Set_In(kActorFreeSlotA) == Player_Query_Current_Set()
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&& Actor_Query_Inch_Distance_From_Actor(kActorFreeSlotA, kActorMcCoy) <= 54
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) {
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAAttackMcCoy);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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break;
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case kGoalFreeSlotAAttackMcCoy:
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if (Actor_Query_Which_Set_In(kActorFreeSlotA) != Player_Query_Current_Set()) {
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAWalkAround);
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}
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break;
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case kGoalFreeSlotAGone:
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if (Actor_Query_Which_Set_In(kActorFreeSlotA) != Player_Query_Current_Set()) {
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Game_Flag_Reset(kFlagRatWalkingAround);
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Game_Flag_Reset(kFlagUG15BridgeWillBreak);
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#if BLADERUNNER_ORIGINAL_BUGS
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotADefault);
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#else
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAGoneIntermediate);
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#endif
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}
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break;
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default:
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if (!Game_Flag_Query(kFlagRatWalkingAround)) {
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Game_Flag_Set(kFlagRatWalkingAround);
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAWalkAround);
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Actor_Set_Targetable(kActorFreeSlotA, true);
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}
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}
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return true;
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case 5:
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// Act 5
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if (Actor_Query_Goal_Number(kActorFreeSlotA) < kGoalFreeSlotAAct5Default) {
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AI_Movement_Track_Flush(kActorFreeSlotA);
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAAct5Default);
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} else {
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#if BLADERUNNER_ORIGINAL_BUGS
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if (Actor_Query_Goal_Number(kActorFreeSlotA) == kGoalFreeSlotAAct5Prepare
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&& Actor_Query_Which_Set_In(kActorMcCoy) == kSetKP02
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) {
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Actor_Set_Targetable(kActorFreeSlotA, true);
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAAct5KP02Attack);
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}
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#else
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// copying the behavior of Rat B (kActorFreeSlotB) because it works without the bug
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// Fixes the bug where the Rat A is killed in KP02 but when McCoy re-enters it is there alive
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// in idle mode and non-target-able
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if (Actor_Query_Goal_Number(kActorFreeSlotA) != kGoalFreeSlotAAct5Prepare
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|| Actor_Query_Which_Set_In(kActorMcCoy) != kSetKP02
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) {
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if (Actor_Query_Goal_Number(kActorFreeSlotA) == kGoalFreeSlotAGone) {
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if (Actor_Query_Which_Set_In(kActorFreeSlotA) != Player_Query_Current_Set()) {
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Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotA);
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#if BLADERUNNER_ORIGINAL_BUGS
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAAct5Default);
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#else
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAGoneIntermediate);
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#endif
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return true;
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}
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}
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return false;
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}
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAAct5KP02Attack);
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Actor_Set_Targetable(kActorFreeSlotA, true);
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return true;
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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return true;
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default:
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return false;
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}
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}
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void AIScriptFreeSlotA::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptFreeSlotA::CompletedMovementTrack() {
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// debug("Rat A completed move with Goal: %d", Actor_Query_Goal_Number(kActorFreeSlotA));
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switch (Actor_Query_Goal_Number(kActorFreeSlotA)) {
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case kGoalFreeSlotAUG15WalkOut:
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAUG15RunToOtherSide);
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break;
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case kGoalFreeSlotAUG15RunToOtherSide:
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAUG15RunBack);
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break;
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case kGoalFreeSlotAUG15RunBack:
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAUG15Wait);
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break;
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case kGoalFreeSlotAWalkAround:
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAWalkAroundRestart);
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break;
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case kGoalFreeSlotAWalkAroundRestart:
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAWalkAround);
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break;
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case kGoalFreeSlotAAct5Default:
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAAct5Prepare);
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break;
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case kGoalFreeSlotAAct5KP02Attack:
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Non_Player_Actor_Combat_Mode_On(kActorFreeSlotA, kActorCombatStateIdle, false, kActorMcCoy, 8, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, 0, 100, 5, 300, false);
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break;
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default:
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return; //false;
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}
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return; //true;
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}
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void AIScriptFreeSlotA::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptFreeSlotA::ClickedByPlayer() {
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if (Actor_Query_Goal_Number(kActorFreeSlotA) == kGoalFreeSlotAGone) {
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Actor_Face_Actor(kActorMcCoy, kActorFreeSlotA, true);
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if (_vm->_cutContent && !Game_Flag_Query(kFlagMcCoyCommentsOnHoodooRats)) {
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Game_Flag_Set(kFlagMcCoyCommentsOnHoodooRats);
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// Note: Quote 1060 mentions "Hoodoo Rats". Quote 1070 is *boop* in ENG version.
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// However, quote 1070 is similar to 1060 quote in FRA, DEU, ESP and ITA versions
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// with the only difference being not mentioning the "Hoodoo Rats" name.
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// It uses a generic "rats" in its place.
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// For those four languages one of the two quotes will play (random chance 50%)
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if ((_vm->_language == Common::DE_DEU
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|| _vm->_language == Common::ES_ESP
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|| _vm->_language == Common::FR_FRA
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|| _vm->_language == Common::IT_ITA)
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&& (Random_Query(1, 2) == 1)) {
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Actor_Voice_Over(1070, kActorVoiceOver); // "rats"
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} else {
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Actor_Voice_Over(1060, kActorVoiceOver); // "Hoodoo rats"
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}
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Actor_Voice_Over(1080, kActorVoiceOver);
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Actor_Voice_Over(1090, kActorVoiceOver);
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} else {
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if (Random_Query(1, 2) == 1) {
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Actor_Says(kActorMcCoy, 8655, 16);
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} else {
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Actor_Says(kActorMcCoy, 8665, 16);
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}
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}
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}
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//return false;
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}
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void AIScriptFreeSlotA::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptFreeSlotA::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptFreeSlotA::OtherAgentExitedThisSet(int otherActorId) {
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#if !BLADERUNNER_ORIGINAL_BUGS
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if (otherActorId == kActorMcCoy && Actor_Query_Goal_Number(kActorFreeSlotA) == kGoalFreeSlotAGone) {
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if (Global_Variable_Query(kVariableChapter) == 4) {
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Game_Flag_Reset(kFlagRatWalkingAround);
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Game_Flag_Reset(kFlagUG15BridgeWillBreak);
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} else if (Global_Variable_Query(kVariableChapter) == 5) {
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Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotA);
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}
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAGoneIntermediate);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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// return false;
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}
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void AIScriptFreeSlotA::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptFreeSlotA::ShotAtAndMissed() {
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if (Actor_Query_In_Set(kActorFreeSlotA, kSetUG15)) {
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checkIfOnBridge();
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}
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}
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bool AIScriptFreeSlotA::ShotAtAndHit() {
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if (Actor_Query_In_Set(kActorFreeSlotA, kSetUG15)) {
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checkIfOnBridge();
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// This goal "kGoalFreeSlotAUG15Die" circumvents the proper process
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// a proper combat with the rat and it dying when its health reaches <= 0
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// ie. being "retired".
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// Thus, since the rat never actually 'dies' from being shot,
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// its Actor::retire() is not called in this case (UG15 bridge rat),
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// and so its bounding box is not affected. Thus, the rat corpse remains clickable.
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAUG15Die);
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return true;
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}
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return false;
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}
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void AIScriptFreeSlotA::Retired(int byActorId) {
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAGone);
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}
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int AIScriptFreeSlotA::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptFreeSlotA::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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// debug("Rat A goal changed from %d to: %d", currentGoalNumber, newGoalNumber);
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switch (newGoalNumber) {
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case kGoalFreeSlotAUG15Wait:
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AI_Movement_Track_Flush(kActorFreeSlotA);
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Actor_Change_Animation_Mode(kActorFreeSlotA, kAnimationModeIdle);
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Actor_Set_Targetable(kActorFreeSlotA, false);
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break;
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case kGoalFreeSlotAUG15WalkOut:
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// kSetUG15
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Actor_Force_Stop_Walking(kActorMcCoy);
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AI_Movement_Track_Flush(kActorFreeSlotA);
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World_Waypoint_Set(444, kSetUG15, -48.75f, 44.66f, 87.57f);
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AI_Movement_Track_Append(kActorFreeSlotA, 444, 1);
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AI_Movement_Track_Repeat(kActorFreeSlotA);
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break;
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case kGoalFreeSlotAUG15RunToOtherSide:
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// kSetUG15
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AI_Movement_Track_Flush(kActorFreeSlotA);
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World_Waypoint_Set(444, kSetUG15, -237.0f, 48.07f, 208.0f);
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AI_Movement_Track_Append(kActorFreeSlotA, 444, 1);
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AI_Movement_Track_Repeat(kActorFreeSlotA);
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Actor_Set_Targetable(kActorFreeSlotA, true);
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break;
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case kGoalFreeSlotAUG15RunBack:
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// kSetUG15
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AI_Movement_Track_Flush(kActorFreeSlotA);
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World_Waypoint_Set(444, kSetUG15, 3.52f, 52.28f, 90.68f);
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AI_Movement_Track_Append(kActorFreeSlotA, 444, 0);
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AI_Movement_Track_Repeat(kActorFreeSlotA);
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break;
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case kGoalFreeSlotAUG15Attack:
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Player_Loses_Control();
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Actor_Force_Stop_Walking(kActorMcCoy);
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AI_Movement_Track_Flush(kActorFreeSlotA);
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Actor_Face_Actor(kActorFreeSlotA, kActorMcCoy, true);
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Actor_Change_Animation_Mode(kActorFreeSlotA, kAnimationModeCombatAttack);
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
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break;
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case kGoalFreeSlotAUG15Die:
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AI_Movement_Track_Flush(kActorFreeSlotA);
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Actor_Set_Targetable(kActorFreeSlotA, false);
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Game_Flag_Set(kFlagUG15RatShot);
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_animationState = 7;
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_animationFrame = 0;
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break;
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case kGoalFreeSlotAWalkAround:
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AI_Movement_Track_Flush(kActorFreeSlotA);
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goToRandomUGxx();
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AI_Movement_Track_Repeat(kActorFreeSlotA);
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break;
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case kGoalFreeSlotAWalkAroundRestart:
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// kSetFreeSlotG
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AI_Movement_Track_Flush(kActorFreeSlotA);
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AI_Movement_Track_Append(kActorFreeSlotA, 39, 1);
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AI_Movement_Track_Repeat(kActorFreeSlotA);
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break;
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case kGoalFreeSlotAAttackMcCoy:
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Actor_Set_Targetable(kActorFreeSlotA, true);
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Non_Player_Actor_Combat_Mode_On(kActorFreeSlotA, kActorCombatStateIdle, false, kActorMcCoy, 8, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 25, 0, 75, 5, 300, false);
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break;
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case kGoalFreeSlotAUG15Fall:
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Actor_Force_Stop_Walking(kActorFreeSlotA);
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AI_Movement_Track_Flush(kActorFreeSlotA);
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_fallHeightCurrent = 52.46f;
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_fallSpeed = -4.0f;
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_fallHeightTarget = -10.0f;
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if (_animationState != 7
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&& _animationState != 8
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) {
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_animationState = 7;
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_animationFrame = 0;
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}
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break;
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case kGoalFreeSlotAUG15Prepare:
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AI_Movement_Track_Flush(kActorFreeSlotA);
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Actor_Put_In_Set(kActorFreeSlotA, kSetUG15);
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Actor_Set_At_XYZ(kActorFreeSlotA, 3.52f, 52.28f, 90.68f, 700);
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAUG15Wait);
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break;
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case kGoalFreeSlotAAct5Default:
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// kSetFreeSlotG
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AI_Movement_Track_Append(kActorFreeSlotA, 39, 0);
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AI_Movement_Track_Repeat(kActorFreeSlotA);
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break;
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case kGoalFreeSlotAAct5KP02Attack:
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// kSetKP02
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AI_Movement_Track_Flush(kActorFreeSlotA);
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AI_Movement_Track_Append(kActorFreeSlotA, 525, 0);
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AI_Movement_Track_Repeat(kActorFreeSlotA);
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break;
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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case kGoalFreeSlotAGoneIntermediate:
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Actor_Set_Health(kActorFreeSlotA, 20, 20);
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if (Global_Variable_Query(kVariableChapter) == 4) {
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotADefault);
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} else if (Global_Variable_Query(kVariableChapter) == 5) {
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Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAAct5Default);
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}
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break;
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#endif
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case kGoalFreeSlotAGone:
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#if BLADERUNNER_ORIGINAL_BUGS
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Actor_Set_Health(kActorFreeSlotA, 20, 20);
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#endif
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// A bug? What does this friendliness affect?
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Actor_Set_Friendliness_To_Other(kActorFreeSlotA, kActorMcCoy, 40);
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break;
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default:
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return false;
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}
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return true;
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}
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bool AIScriptFreeSlotA::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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*animation = kModelAnimationRatIdle;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationRatIdle)) {
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_animationFrame = 0;
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}
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break;
|
|
|
|
case 1:
|
|
*animation = kModelAnimationRatSlowWalk;
|
|
if (_var1) {
|
|
--_var1;
|
|
} else {
|
|
_animationFrame += _var2;
|
|
if (_animationFrame < 8) {
|
|
_var2 = 1;
|
|
} else {
|
|
if (_animationFrame > 8) {
|
|
_var2 = -1;
|
|
} else if (Random_Query(0, 4)) {
|
|
_var2 = -_var2;
|
|
}
|
|
}
|
|
if (_animationFrame >= 7 && _animationFrame <= 9) {
|
|
_var1 = Random_Query(0, 1);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
*animation = kModelAnimationRatSlowWalk;
|
|
++_animationFrame;
|
|
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationRatSlowWalk) - 1) {
|
|
*animation = kModelAnimationRatIdle;
|
|
_animationFrame = 0;
|
|
_animationState = 0;
|
|
}
|
|
break;
|
|
|
|
case 3:
|
|
*animation = kModelAnimationRatRunning;
|
|
++_animationFrame;
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationRatRunning)) {
|
|
_animationFrame = 0;
|
|
}
|
|
break;
|
|
|
|
case 4:
|
|
*animation = kModelAnimationRatJumpAttack;
|
|
++_animationFrame;
|
|
if (_animationFrame == 1) {
|
|
int snd;
|
|
if (Random_Query(1, 2) == 1) {
|
|
snd = 9010;
|
|
} else {
|
|
snd = 9015;
|
|
}
|
|
Sound_Play_Speech_Line(kActorFreeSlotA, snd, 75, 0, 99);
|
|
}
|
|
if (_animationFrame == 3) {
|
|
Ambient_Sounds_Play_Sound(kSfxRATTY4, 99, 0, 0, 20);
|
|
Actor_Combat_AI_Hit_Attempt(kActorFreeSlotA);
|
|
}
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationRatJumpAttack)) {
|
|
_animationState = 0;
|
|
_animationFrame = 0;
|
|
Actor_Change_Animation_Mode(kActorFreeSlotA, kAnimationModeCombatIdle);
|
|
}
|
|
break;
|
|
|
|
case 5:
|
|
// This is an animation for Maggie (exploding) but is also used for generic death states (rats, generic walkers)
|
|
// probably for debug purposes
|
|
*animation = kModelAnimationMaggieExploding;
|
|
++_animationFrame;
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMaggieExploding) - 1) {
|
|
Actor_Change_Animation_Mode(kActorFreeSlotA, kAnimationModeIdle);
|
|
}
|
|
break;
|
|
|
|
case 6:
|
|
if (_animationFrame == 1) {
|
|
Ambient_Sounds_Play_Sound(kSfxRATTY3, 99, 0, 0, 20);
|
|
}
|
|
*animation = kModelAnimationRatHurt;
|
|
++_animationFrame;
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationRatHurt)) {
|
|
_animationFrame = 0;
|
|
_animationState = 0;
|
|
Actor_Change_Animation_Mode(kActorFreeSlotA, kAnimationModeIdle);
|
|
}
|
|
break;
|
|
|
|
case 7:
|
|
*animation = kModelAnimationRatDying;
|
|
++_animationFrame;
|
|
if (_animationFrame == 1) {
|
|
Ambient_Sounds_Play_Sound(kSfxRATTY5, 99, 0, 0, 25);
|
|
}
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationRatDying) - 1) {
|
|
// -1 in the clause is ok here since the next _animationState is 8 which will maintain the last frame (Slice_Animation_Query_Number_Of_Frames(kModelAnimationRatDying) - 1)
|
|
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationRatDying) - 1;
|
|
_animationState = 8;
|
|
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAGone);
|
|
}
|
|
break;
|
|
|
|
case 8:
|
|
*animation = kModelAnimationRatDying;
|
|
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationRatDying) - 1;
|
|
break;
|
|
|
|
default:
|
|
debugC(6, kDebugAnimation, "AIScriptFreeSlotA::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
|
|
break;
|
|
}
|
|
*frame = _animationFrame;
|
|
return true;
|
|
}
|
|
|
|
bool AIScriptFreeSlotA::ChangeAnimationMode(int mode) {
|
|
switch (mode) {
|
|
case kAnimationModeIdle:
|
|
if ((unsigned int)(_animationState - 1) > 1) {
|
|
_animationState = 0;
|
|
_animationFrame = 0;
|
|
} else if (_animationState == 1) {
|
|
_animationState = 2;
|
|
}
|
|
break;
|
|
|
|
case kAnimationModeWalk:
|
|
_animationState = 3;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 4:
|
|
if ((unsigned int)(_animationState - 1) > 1) {
|
|
_animationState = 0;
|
|
_animationFrame = 0;
|
|
} else if (_animationState == 1) {
|
|
_animationState = 2;
|
|
}
|
|
break;
|
|
|
|
case 6:
|
|
_animationState = 4;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 7:
|
|
_animationState = 3;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 8:
|
|
_animationState = 3;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 21:
|
|
_animationState = 6;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 43:
|
|
_animationState = 1;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case kAnimationModeDie:
|
|
_animationState = 7;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
default:
|
|
debugC(6, kDebugAnimation, "AIScriptFreeSlotA::ChangeAnimationMode(%d) - Target mode is not supported", mode);
|
|
break;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void AIScriptFreeSlotA::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
|
|
*animationState = _animationState;
|
|
*animationFrame = _animationFrame;
|
|
*animationStateNext = _animationStateNext;
|
|
*animationNext = _animationNext;
|
|
}
|
|
|
|
void AIScriptFreeSlotA::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
|
|
_animationState = animationState;
|
|
_animationFrame = animationFrame;
|
|
_animationStateNext = animationStateNext;
|
|
_animationNext = animationNext;
|
|
}
|
|
|
|
bool AIScriptFreeSlotA::ReachedMovementTrackWaypoint(int waypointId) {
|
|
if (Actor_Query_Which_Set_In(kActorFreeSlotA) == kSetUG01) {
|
|
if (waypointId == 465) {
|
|
Actor_Change_Animation_Mode(kActorFreeSlotA, 43);
|
|
}
|
|
} else if (Actor_Query_Goal_Number(kActorFreeSlotA) == kGoalFreeSlotAUG15RunToOtherSide) {
|
|
Actor_Face_Actor(kActorFreeSlotA, kActorMcCoy, true);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void AIScriptFreeSlotA::FledCombat() {
|
|
// return false;
|
|
}
|
|
|
|
void AIScriptFreeSlotA::checkIfOnBridge() {
|
|
if (_vm->_cutContent && Query_Difficulty_Level() == kGameDifficultyEasy) {
|
|
// Make the bridge indestructible on easy mode for the enhanced version
|
|
return;
|
|
}
|
|
float x, y, z;
|
|
Actor_Query_XYZ(kActorFreeSlotA, &x, &y, &z);
|
|
// bug? this should probably check if McCoy is close enough because bridge will break long after rat died and player tries to walk through
|
|
if (-150.0 <= x && x < -30.0f) {
|
|
Game_Flag_Set(kFlagUG15BridgeWillBreak);
|
|
}
|
|
}
|
|
|
|
void AIScriptFreeSlotA::goToRandomUGxx() {
|
|
switch (Random_Query(1, 14)) {
|
|
case 1:
|
|
// kSetUG01
|
|
#if BLADERUNNER_ORIGINAL_BUGS
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 450, 1);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 451, 5);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 450, 0);
|
|
break;
|
|
#else
|
|
// Don't put rats in UG01 when Lucy is also here
|
|
if (!Actor_Query_In_Set(kActorLucy, kSetUG01)) {
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 450, 1);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 451, 5);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 450, 0);
|
|
break;
|
|
}
|
|
#endif // BLADERUNNER_ORIGINAL_BUGS
|
|
// fall through
|
|
case 2:
|
|
// kSetUG01
|
|
#if BLADERUNNER_ORIGINAL_BUGS
|
|
World_Waypoint_Set(463, kSetUG01, 144.98f, -50.13f, -175.75f);
|
|
World_Waypoint_Set(464, kSetUG01, 105.6f, -50.13f, -578.46f);
|
|
World_Waypoint_Set(465, kSetUG01, 62.0f, -50.13f, -574.0f);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 463, 1);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 464, 1);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 465, 5);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 463, 5);
|
|
break;
|
|
#else
|
|
// Don't put rats in UG01 when Lucy is also here
|
|
if (!Actor_Query_In_Set(kActorLucy, kSetUG01)) {
|
|
World_Waypoint_Set(463, kSetUG01, 144.98f, -50.13f, -175.75f);
|
|
World_Waypoint_Set(464, kSetUG01, 105.6f, -50.13f, -578.46f);
|
|
World_Waypoint_Set(465, kSetUG01, 62.0f, -50.13f, -574.0f);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 463, 1);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 464, 1);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 465, 5);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 463, 5);
|
|
break;
|
|
}
|
|
#endif // BLADERUNNER_ORIGINAL_BUGS
|
|
// fall through
|
|
case 3:
|
|
// kSetUG04
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 446, 15);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 447, 1);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 449, 1);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 448, 2);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 449, 0);
|
|
break;
|
|
|
|
case 4:
|
|
// kSetUG04
|
|
World_Waypoint_Set(463, kSetUG04, -22.7f, 6.39f, 33.12f);
|
|
World_Waypoint_Set(464, kSetUG04, -6.70f, -1.74f, -362.88f);
|
|
World_Waypoint_Set(465, kSetUG04, 164.0f, 11.87f, -1013.0f);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 463, 2);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 464, 0);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 465, 0);
|
|
break;
|
|
|
|
case 5:
|
|
// kSetUG05
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 457, 15);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 458, 0);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 459, 15);
|
|
break;
|
|
|
|
case 6:
|
|
// kSetUG06
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 460, 15);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 461, 5);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 460, 15);
|
|
break;
|
|
|
|
case 7:
|
|
// kSetUG07 or kSetFreeSlotG
|
|
#if BLADERUNNER_ORIGINAL_BUGS
|
|
if (Actor_Query_In_Set(kActorClovis, kSetUG07)) {
|
|
// this check is not very effective since Clovis
|
|
// will spawn in the set when McCoy goes to the downwards exit
|
|
// at which point a rat may already be in the set and that could
|
|
// make them collide with Clovis' path
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 39, 10); // kSetFreeSlotG
|
|
} else {
|
|
World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
|
|
World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
|
|
World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 463, 5);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 464, 1);
|
|
// TODO: A bug? the waypoint 465 is created but is unused
|
|
}
|
|
break;
|
|
#else
|
|
// Don't put rats in UG07 after the UG18 Guzza scene
|
|
// since Clovis may be there too and that does not work well
|
|
if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
|
|
World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
|
|
World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
|
|
World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 463, 5);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 464, 1);
|
|
// TODO: A bug? the waypoint 465 is created but is unused
|
|
break;
|
|
}
|
|
#endif // BLADERUNNER_ORIGINAL_BUGS
|
|
// fall through
|
|
case 8:
|
|
// kSetUG07
|
|
#if BLADERUNNER_ORIGINAL_BUGS
|
|
World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
|
|
World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
|
|
World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 464, 5);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 463, 1);
|
|
// TODO: A bug? the waypoint 465 is created but is unused
|
|
break;
|
|
#else
|
|
// Don't put rats in UG07 after the UG18 Guzza scene
|
|
// since Clovis may be there too and that does not work well
|
|
if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
|
|
World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
|
|
World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
|
|
World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 464, 5);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 463, 1);
|
|
// TODO: A bug? the waypoint 465 is created but is unused
|
|
break;
|
|
}
|
|
#endif // BLADERUNNER_ORIGINAL_BUGS
|
|
// fall through
|
|
case 9:
|
|
// kSetUG07
|
|
#if BLADERUNNER_ORIGINAL_BUGS
|
|
World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
|
|
World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
|
|
World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 464, 5);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 465, 1);
|
|
// TODO: A bug? the waypoint 463 is created but is unused
|
|
break;
|
|
#else
|
|
// Don't put rats in UG07 after the UG18 Guzza scene
|
|
// since Clovis may be there too and that does not work well
|
|
if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
|
|
World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
|
|
World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
|
|
World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 464, 5);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 465, 1);
|
|
// TODO: A bug? the waypoint 463 is created but is unused
|
|
break;
|
|
}
|
|
#endif // BLADERUNNER_ORIGINAL_BUGS
|
|
// fall through
|
|
case 10:
|
|
// kSetUG07
|
|
#if BLADERUNNER_ORIGINAL_BUGS
|
|
World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
|
|
World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
|
|
World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 465, 5);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 464, 1);
|
|
// TODO: A bug? the waypoint 463 is created but is unused
|
|
break;
|
|
#else
|
|
// Don't put rats in UG07 after the UG18 Guzza scene
|
|
// since Clovis may be there too and that does not work well
|
|
if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
|
|
World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
|
|
World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
|
|
World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 465, 5);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 464, 1);
|
|
// TODO: A bug? the waypoint 463 is created but is unused
|
|
break;
|
|
}
|
|
#endif // BLADERUNNER_ORIGINAL_BUGS
|
|
// fall through
|
|
case 11:
|
|
// kSetUG09
|
|
World_Waypoint_Set(463, kSetUG09, 91.0f, 156.94f, -498.0f);
|
|
World_Waypoint_Set(464, kSetUG09, -149.0f, 156.94f, -498.0f);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 463, 5);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 464, 1);
|
|
break;
|
|
|
|
case 12:
|
|
// kSetUG09
|
|
World_Waypoint_Set(463, kSetUG09, 91.0f, 156.94f, -498.0f);
|
|
World_Waypoint_Set(464, kSetUG09, -149.0f, 156.94f, -498.0f);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 464, 5);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 463, 1);
|
|
break;
|
|
|
|
case 13:
|
|
// kSetUG09
|
|
#if BLADERUNNER_ORIGINAL_BUGS
|
|
// this makes the rat appear on the pipe (top left) but this is buggy
|
|
// since it appears floating there
|
|
World_Waypoint_Set(463, kSetUG09, -152.51f, 277.31f, 311.98f);
|
|
World_Waypoint_Set(464, kSetUG09, -124.51f, 275.08f, 319.98f);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 463, 1);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 464, 8);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 463, 1);
|
|
#else
|
|
// replacing with something more normal
|
|
World_Waypoint_Set(463, kSetUG09, 91.0f, 156.94f, -498.0f);
|
|
World_Waypoint_Set(464, kSetUG09, -29.60f, 156.94f, -498.0f);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 463, 1);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 464, 1);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 463, 1);
|
|
#endif
|
|
break;
|
|
|
|
case 14:
|
|
// kSetUG12
|
|
World_Waypoint_Set(463, kSetUG12, -360.67f, 21.39f, 517.55f);
|
|
World_Waypoint_Set(464, kSetUG12, -250.67f, 21.39f, 477.55f);
|
|
World_Waypoint_Set(465, kSetUG12, -248.67f, 21.39f, -1454.45f);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 463, 1);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 464, 8);
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 465, 1);
|
|
break;
|
|
|
|
default:
|
|
// kSetFreeSlotG
|
|
AI_Movement_Track_Append(kActorFreeSlotA, 39, Random_Query(1, 10));
|
|
break;
|
|
}
|
|
}
|
|
|
|
} // End of namespace BladeRunner
|