Files
2026-02-02 04:50:13 +01:00

618 lines
19 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "bladerunner/script/ai_script.h"
namespace BladeRunner {
AIScriptKlein::AIScriptKlein(BladeRunnerEngine *vm) : AIScriptBase(vm) {
}
void AIScriptKlein::Initialize() {
_animationState = 0;
_animationFrame = 0;
_animationStateNext = 0;
Actor_Put_In_Set(kActorKlein, kSetPS07);
Actor_Set_At_XYZ(kActorKlein, 338.0f, 0.22f, -612.0f, 768);
Actor_Set_Goal_Number(kActorKlein, kGoalKleinDefault);
}
bool AIScriptKlein::Update() {
if (_vm->_cutContent) {
if (Global_Variable_Query(kVariableChapter) > 3 && Actor_Query_Goal_Number(kActorKlein) < kGoalKleinAwayAtEndOfActThree) {
Actor_Set_Goal_Number(kActorKlein, kGoalKleinAwayAtEndOfActThree);
return true;
}
} else {
// original behavior - Klein disappears after Act 1
if (Global_Variable_Query(kVariableChapter) > 1 && Actor_Query_Goal_Number(kActorKlein) < kGoalKleinAwayAtEndOfActOne) {
Actor_Set_Goal_Number(kActorKlein, kGoalKleinAwayAtEndOfActOne);
return true;
}
}
if (Actor_Query_Goal_Number(kActorKlein) < kGoalKleinIsAnnoyedByMcCoyInit
&& Actor_Query_Friendliness_To_Other(kActorKlein, kActorMcCoy) < 40
) {
Actor_Set_Goal_Number(kActorKlein, kGoalKleinIsAnnoyedByMcCoyInit);
}
if (Player_Query_Current_Scene() == kScenePS07 && Actor_Query_Goal_Number(kActorKlein) == kGoalKleinDefault) {
Actor_Set_Goal_Number(kActorKlein, kGoalKleinMovingInLab01);
return true;
}
if (!_vm->_cutContent) {
// Original behavior:
// The following if-clauses and flags circumvent the manual's explicit instruction
// that McCoy should upload his clues on the Mainframe, so that Dino Klein can acquire them.
if (Actor_Clue_Query(kActorMcCoy, kClueOfficersStatement)
&& !Game_Flag_Query(kFlagMcCoyHasOfficersStatement)
) {
Game_Flag_Set(kFlagMcCoyHasOfficersStatement);
}
if (Actor_Clue_Query(kActorMcCoy, kCluePaintTransfer)
&& !Game_Flag_Query(kFlagMcCoyHasPaintTransfer)
) {
Game_Flag_Set(kFlagMcCoyHasPaintTransfer);
}
if (Actor_Clue_Query(kActorMcCoy, kClueShellCasings)
&& !Game_Flag_Query(kFlagMcCoyHasShellCasings)
) {
Game_Flag_Set(kFlagMcCoyHasShellCasings);
}
if (Actor_Clue_Query(kActorMcCoy, kClueChromeDebris)
&& !Game_Flag_Query(kFlagMcCoyHasChromeDebris)
) {
Game_Flag_Set(kFlagMcCoyHasChromeDebris);
}
}
// The following deals with the case that Klein gets annoyed by McCoy
if (Player_Query_Current_Scene() == kScenePS07
&& ((_vm->_cutContent && Actor_Query_Friendliness_To_Other(kActorKlein, kActorMcCoy) < 40)
|| (!_vm->_cutContent && Actor_Query_Friendliness_To_Other(kActorKlein, kActorMcCoy) < 35) )
&& !Game_Flag_Query(kFlagPS07KleinInsulted)
) {
// kActorTimerAIScriptCustomTask2 causes the "Klein is annoyed dialogue" to occur after a few seconds
AI_Countdown_Timer_Reset(kActorKlein, kActorTimerAIScriptCustomTask2);
if (_vm->_cutContent) {
// original's 5 seconds is too slow. Reduce it to 2 seconds
Actor_Set_Goal_Number(kActorKlein, kGoalKleinIsAnnoyedByMcCoyPreInit);
AI_Countdown_Timer_Start(kActorKlein, kActorTimerAIScriptCustomTask2, 2);
} else {
AI_Countdown_Timer_Start(kActorKlein, kActorTimerAIScriptCustomTask2, 5);
}
Game_Flag_Set(kFlagPS07KleinInsulted);
return true;
}
// The following deals with how Klein recovers from being annoyed at McCoy
if (Actor_Query_Goal_Number(kActorKlein) == kGoalKleinIsAnnoyedByMcCoyFinal) {
if (Actor_Query_Friendliness_To_Other(kActorKlein, kActorMcCoy) > 20
&& Actor_Query_Friendliness_To_Other(kActorKlein, kActorMcCoy) < 40
) {
// when insulted, slowly increase friendliness again, until it's at 40 or greater
Actor_Modify_Friendliness_To_Other(kActorKlein, kActorMcCoy, 2);
#if !BLADERUNNER_ORIGINAL_BUGS
if (Actor_Query_Friendliness_To_Other(kActorKlein, kActorMcCoy) < 40) {
// if after the increase (+2) it is still lower than 40 then keep being annoyed
Actor_Set_Goal_Number(kActorKlein, kGoalKleinIsAnnoyedByMcCoyInit);
return true;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
}
#if BLADERUNNER_ORIGINAL_BUGS
AI_Movement_Track_Flush(kActorKlein);
Actor_Set_Goal_Number(kActorKlein, kGoalKleinDefault);
#else
// don't go to Default if Actor_Query_Friendliness_To_Other(kActorKlein, kActorMcCoy) <= 20
// and also reset kFlagPS07KleinInsulted if the friendliness is now above 40
if (Actor_Query_Friendliness_To_Other(kActorKlein, kActorMcCoy) >= 40)
{
if (Game_Flag_Query(kFlagPS07KleinInsulted)) {
Game_Flag_Reset(kFlagPS07KleinInsulted);
// don't reset the kFlagPS07KleinInsultedTalk
}
AI_Movement_Track_Flush(kActorKlein);
Actor_Set_Goal_Number(kActorKlein, kGoalKleinDefault);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
return true;
}
return false;
}
void AIScriptKlein::TimerExpired(int timer) {
if (timer == kActorTimerAIScriptCustomTask2) {
#if !BLADERUNNER_ORIGINAL_BUGS
// This timer expiration was buggy; it would play the short dialogue version
// even when the timer expires even if McCoy has left the room and is somewhere else
// The fix is to return when the player is somewhere else
if (Player_Query_Current_Set() != kSetPS07
|| !Actor_Query_Is_In_Current_Set(kActorKlein)
|| !Game_Flag_Query(kFlagPS07KleinInsulted)
) {
if (Actor_Query_Goal_Number(kActorKlein) == kGoalKleinIsAnnoyedByMcCoyPreInit) {
Actor_Set_Goal_Number(kActorKlein, kGoalKleinDefault);
}
return;
}
AI_Movement_Track_Flush(kActorKlein);
#endif
if (!Game_Flag_Query(kFlagPS07KleinInsultedTalk)
#if BLADERUNNER_ORIGINAL_BUGS
// this is redundant now because we return in the added code above if Klein is not insulted
// (and the flag now gets reset when Klein calms down)
&& Game_Flag_Query(kFlagPS07KleinInsulted)
// this is redundant now because we return in the added code above if Klein is not in the current set
&& Actor_Query_Is_In_Current_Set(kActorKlein)
#endif
) {
// Klein is annoyed - full dialogue
Actor_Face_Actor(kActorKlein, kActorMcCoy, true);
Actor_Says(kActorKlein, 10, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 4120, kAnimationModeTalk);
Actor_Says(kActorKlein, 20, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 4125, kAnimationModeTalk);
Game_Flag_Set(kFlagPS07KleinInsultedTalk);
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Set_Goal_Number(kActorKlein, kGoalKleinIsAnnoyedByMcCoyInit);
#else
if (Actor_Query_Goal_Number(kActorKlein) != kGoalKleinIsAnnoyedByMcCoyInit) {
Actor_Set_Goal_Number(kActorKlein, kGoalKleinIsAnnoyedByMcCoyInit);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
} else {
// Klein is annoyed - short dialogue
Actor_Says(kActorKlein, 10, kAnimationModeTalk);
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Set_Goal_Number(kActorKlein, kGoalKleinIsAnnoyedByMcCoyInit);
#else
if (Actor_Query_Goal_Number(kActorKlein) != kGoalKleinIsAnnoyedByMcCoyInit) {
Actor_Set_Goal_Number(kActorKlein, kGoalKleinIsAnnoyedByMcCoyInit);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
}
// return true;
}
//return false;
}
void AIScriptKlein::CompletedMovementTrack() {
// Normal behavior
if (Actor_Query_Goal_Number(kActorKlein) == kGoalKleinMovingInLab01) {
Actor_Set_Goal_Number(kActorKlein, kGoalKleinMovingInLab02);
return; // true;
}
if (Actor_Query_Goal_Number(kActorKlein) == kGoalKleinMovingInLab02) {
Actor_Set_Goal_Number(kActorKlein, kGoalKleinMovingInLab01);
return; // true;
}
// Annoyed behavior
if (Actor_Query_Goal_Number(kActorKlein) == kGoalKleinIsAnnoyedByMcCoyInit) {
Actor_Set_Goal_Number(kActorKlein, kGoalKleinIsAnnoyedByMcCoy01);
if (_vm->_cutContent) {
return;
}
// NOTE: original was missing return here
}
if (Actor_Query_Goal_Number(kActorKlein) == kGoalKleinIsAnnoyedByMcCoy01) {
Actor_Set_Goal_Number(kActorKlein, kGoalKleinIsAnnoyedByMcCoy02);
if (_vm->_cutContent) {
return;
}
// NOTE: original was missing return here
}
if (Actor_Query_Goal_Number(kActorKlein) == kGoalKleinIsAnnoyedByMcCoy02) {
Actor_Set_Goal_Number(kActorKlein, kGoalKleinIsAnnoyedByMcCoyFinal);
return; // true;
}
if (Actor_Query_Goal_Number(kActorKlein) == kGoalKleinIsAnnoyedByMcCoyFinal) {
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Set_Goal_Number(kActorKlein, kGoalKleinDefault);
#else
if (Actor_Query_Friendliness_To_Other(kActorKlein, kActorMcCoy) < 40) {
Actor_Set_Goal_Number(kActorKlein, kGoalKleinIsAnnoyedByMcCoyInit);
} else {
if (Game_Flag_Query(kFlagPS07KleinInsulted)) {
Game_Flag_Reset(kFlagPS07KleinInsulted);
// don't reset the kFlagPS07KleinInsultedTalk
}
Actor_Set_Goal_Number(kActorKlein, kGoalKleinDefault);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
return; // true;
}
// return false;
}
void AIScriptKlein::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptKlein::ClickedByPlayer() {
//return false;
}
void AIScriptKlein::EnteredSet(int setId) {
// return false;
}
void AIScriptKlein::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptKlein::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptKlein::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptKlein::ShotAtAndMissed() {
// return false;
}
bool AIScriptKlein::ShotAtAndHit() {
return false;
}
void AIScriptKlein::Retired(int byActorId) {
// return false;
}
int AIScriptKlein::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptKlein::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case kGoalKleinMovingInLab01:
AI_Movement_Track_Flush(kActorKlein);
AI_Movement_Track_Append(kActorKlein, 73, Random_Query(3, 20)); // kSetPS07
AI_Movement_Track_Repeat(kActorKlein);
break;
case kGoalKleinMovingInLab02:
AI_Movement_Track_Flush(kActorKlein);
AI_Movement_Track_Append(kActorKlein, 74, Random_Query(10, 20)); // kSetPS07
AI_Movement_Track_Repeat(kActorKlein);
break;
case kGoalKleinGotoLabSpeaker:
AI_Movement_Track_Flush(kActorKlein);
AI_Movement_Track_Append(kActorKlein, 31, 3); // kSetPS07
AI_Movement_Track_Repeat(kActorKlein);
break;
case kGoalKleinIsAnnoyedByMcCoyPreInit:
// aux goal (added)
break;
case kGoalKleinIsAnnoyedByMcCoyInit:
AI_Movement_Track_Flush(kActorKlein);
AI_Movement_Track_Append(kActorKlein, 32, 5); // kSetPS07 (hidden spot)
AI_Movement_Track_Repeat(kActorKlein);
break;
case kGoalKleinIsAnnoyedByMcCoy01:
AI_Movement_Track_Flush(kActorKlein);
if (_vm->_cutContent) {
AI_Movement_Track_Append(kActorKlein, 35, Random_Query(8, 24)); // kSetFreeSlotC
} else {
// this never really gets triggered in the original game
AI_Movement_Track_Append(kActorKlein, 35, 60); // kSetFreeSlotC
}
AI_Movement_Track_Repeat(kActorKlein);
break;
case kGoalKleinIsAnnoyedByMcCoy02:
AI_Movement_Track_Flush(kActorKlein);
AI_Movement_Track_Append(kActorKlein, 32, 5); // kSetPS07 (hidden spot)
AI_Movement_Track_Repeat(kActorKlein);
break;
case kGoalKleinIsAnnoyedByMcCoyFinal:
// Note: Original was missing the kGoalKleinIsAnnoyedByMcCoyFinal case
// so we just "break" for the original behavior
if (_vm->_cutContent) {
AI_Movement_Track_Flush(kActorKlein);
AI_Movement_Track_Append(kActorKlein, 74, Random_Query(10, 20)); // kSetPS07
AI_Movement_Track_Repeat(kActorKlein);
}
break;
case kGoalKleinAwayAtEndOfActThree:
// fall-through
case kGoalKleinAwayAtEndOfActOne:
AI_Movement_Track_Flush(kActorKlein);
Actor_Put_In_Set(kActorKlein, kSetFreeSlotC);
Actor_Set_At_Waypoint(kActorKlein, 35, 0); // kSetFreeSlotC
break;
}
return false;
}
bool AIScriptKlein::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
if (Actor_Query_Goal_Number(kActorKlein) == kGoalKleinMovingInLab01
|| Actor_Query_Goal_Number(kActorKlein) == kGoalKleinMovingInLab02
) {
*animation = kModelAnimationKleinWorkingOnInstruments;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationKleinWorkingOnInstruments)) {
_animationFrame = 0;
}
} else if (!Game_Flag_Query(kFlagKleinAnimation1)
&& Actor_Query_Goal_Number(kActorKlein) == kGoalKleinGotoLabSpeaker
) {
*animation = kModelAnimationKleinStandingIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationKleinStandingIdle)) {
_animationFrame = 0;
if (Random_Query(1, 10) == 1) {
Game_Flag_Set(kFlagKleinAnimation1);
}
}
} else {
if (Game_Flag_Query(kFlagKleinAnimation3)
&& Actor_Query_Goal_Number(kActorKlein) == kGoalKleinGotoLabSpeaker
) {
--_animationFrame;
if (_animationFrame < 0) {
_animationFrame = 0;
}
} else {
++_animationFrame;
}
*animation = kModelAnimationKleinTalkScratchBackOfHead;
if (_animationFrame <= 9) {
if (Game_Flag_Query(kFlagKleinAnimation3)) {
Game_Flag_Reset(kFlagKleinAnimation3);
}
}
if (_animationFrame == 14) {
if (Random_Query(1, 5) == 1) {
Game_Flag_Set(kFlagKleinAnimation2);
}
}
if (_animationFrame == 15) {
if (Game_Flag_Query(kFlagKleinAnimation2)) {
Game_Flag_Reset(kFlagKleinAnimation2);
Game_Flag_Set(kFlagKleinAnimation3);
}
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationKleinTalkScratchBackOfHead)) {
_animationFrame = 0;
Game_Flag_Reset(kFlagKleinAnimation1);
}
}
break;
case 1:
*animation = kModelAnimationKleinWalking;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationKleinWalking)) {
_animationFrame = 0;
}
break;
case 2:
*animation = kModelAnimationKleinTalkSmallLeftHandMove;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationKleinTalkSmallLeftHandMove)) {
_animationFrame = 0;
}
break;
case 3:
*animation = kModelAnimationKleinTalkRightHandTouchFace;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationKleinTalkRightHandTouchFace)) {
_animationState = 2;
_animationFrame = 0;
*animation = kModelAnimationKleinTalkSmallLeftHandMove;
}
break;
case 4:
*animation = kModelAnimationKleinTalkWideHandMotion;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationKleinTalkWideHandMotion)) {
_animationState = 2;
_animationFrame = 0;
*animation = kModelAnimationKleinTalkSmallLeftHandMove;
}
break;
case 5:
*animation = kModelAnimationKleinTalkSuggestOrAsk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationKleinTalkSuggestOrAsk)) {
_animationState = 2;
_animationFrame = 0;
*animation = kModelAnimationKleinTalkSmallLeftHandMove;
}
break;
case 6:
*animation = kModelAnimationKleinTalkDismissive;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationKleinTalkDismissive)) {
_animationState = 2;
_animationFrame = 0;
*animation = kModelAnimationKleinTalkSmallLeftHandMove;
}
break;
case 7:
*animation = kModelAnimationKleinTalkRaisingBothHands;
++_animationFrame;
if (_animationFrame>= Slice_Animation_Query_Number_Of_Frames(kModelAnimationKleinTalkRaisingBothHands)) {
_animationState = 2;
_animationFrame = 0;
*animation = kModelAnimationKleinTalkSmallLeftHandMove;
}
break;
case 8:
_animationFrame = 0;
*animation = _animationNext;
_animationState = _animationStateNext;
break;
default:
// Dummy placeholder, kModelAnimationZubenWalking (399) is a Zuben animation
*animation = kModelAnimationZubenWalking;
debugC(6, kDebugAnimation, "AIScriptKlein::UpdateAnimation() - Current _animationState (%d) is a placeholder", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptKlein::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
_animationState = 0;
_animationFrame = 0;
break;
case kAnimationModeWalk:
if (_animationState > 1) {
_animationState = 1;
_animationFrame = 0;
} else if (_animationState == 0) {
_animationState = 8;
_animationStateNext = 1;
_animationNext = kModelAnimationKleinWalking;
}
break;
case kAnimationModeTalk:
if (_animationState > 0) {
_animationState = 2;
_animationFrame = 0;
} else {
_animationState = 8;
_animationStateNext = 2;
_animationNext = kModelAnimationKleinTalkSmallLeftHandMove;
}
break;
case 12:
if (_animationState > 0) {
_animationState = 2;
_animationFrame = 0;
} else {
_animationState = 8;
_animationStateNext = 3;
_animationNext = kModelAnimationKleinTalkRightHandTouchFace;
}
break;
case 13:
if (_animationState > 0) {
_animationState = 2;
_animationFrame = 0;
} else {
_animationState = 8;
_animationStateNext = 4;
_animationNext = kModelAnimationKleinTalkWideHandMotion;
}
break;
case 14:
if (_animationState > 0) {
_animationState = 2;
_animationFrame = 0;
} else {
_animationState = 8;
_animationStateNext = 5;
_animationNext = kModelAnimationKleinTalkSuggestOrAsk;
}
break;
case 15:
if (_animationState > 0) {
_animationState = 2;
_animationFrame = 0;
} else {
_animationState = 8;
_animationStateNext = 6;
_animationNext = kModelAnimationKleinTalkDismissive;
}
break;
case 16:
if (_animationState > 0) {
_animationState = 2;
_animationFrame = 0;
} else {
_animationState = 8;
_animationStateNext = 7;
_animationNext = kModelAnimationKleinTalkRaisingBothHands;
}
break;
default:
debugC(6, kDebugAnimation, "AIScriptKlein::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptKlein::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptKlein::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptKlein::ReachedMovementTrackWaypoint(int waypointId) {
if (waypointId == 73 || waypointId == 74) {
Actor_Face_Heading(kActorKlein, 768, false);
}
if (waypointId == 31) {
Actor_Face_Heading(kActorKlein, 216, false);
}
return true;
}
void AIScriptKlein::FledCombat() {
// return false;
}
} // End of namespace BladeRunner