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

629 lines
18 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 {
AIScriptMutant1::AIScriptMutant1(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_resumeIdleAfterFramesetCompletesFlag = false;
}
void AIScriptMutant1::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
Actor_Put_In_Set(kActorMutant1, kSetFreeSlotG);
Actor_Set_At_Waypoint(kActorMutant1, 39, 0);
Actor_Set_Goal_Number(kActorMutant1, 400);
}
bool AIScriptMutant1::Update() {
if (Global_Variable_Query(kVariableChapter) == 4) {
switch (Actor_Query_Goal_Number(kActorMutant1)) {
case 400:
if (!Game_Flag_Query(kFlagMutantsActive)
&& Game_Flag_Query(kFlagUG06Chapter4Started)
) {
Actor_Set_Goal_Number(kActorMutant1, 401);
Actor_Set_Goal_Number(kActorMutant2, 401);
Actor_Set_Goal_Number(kActorMutant3, 401);
Actor_Set_Targetable(kActorMutant1, true);
Actor_Set_Targetable(kActorMutant2, true);
Actor_Set_Targetable(kActorMutant3, true);
Game_Flag_Set(kFlagMutantsActive);
}
break;
case 401:
if (Actor_Query_Which_Set_In(kActorMutant1) == Player_Query_Current_Set()
&& (Actor_Query_Friendliness_To_Other(kActorMutant1, kActorMcCoy) < 30
|| Actor_Query_Combat_Aggressiveness(kActorMutant1) >= 60
)
) {
Actor_Set_Goal_Number(kActorMutant1, 410);
}
break;
case 404:
if (!Game_Flag_Query(kFlagMutantsPaused)) {
Actor_Set_Goal_Number(kActorMutant1, 403);
}
break;
case 410:
if (Actor_Query_Which_Set_In(kActorMutant1) != Player_Query_Current_Set()) {
Non_Player_Actor_Combat_Mode_Off(kActorMutant1);
Actor_Set_Goal_Number(kActorMutant1, 403);
}
break;
case 599:
if (Actor_Query_Which_Set_In(kActorMutant1) != Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorMutant1, 411);
}
break;
}
if (Game_Flag_Query(kFlagMutantsPaused)
&& Actor_Query_Goal_Number(kActorMutant1) != 599
) {
Actor_Set_Goal_Number(kActorMutant1, 404);
}
} else if (Global_Variable_Query(kVariableChapter) == 5
&& Actor_Query_Goal_Number(kActorMutant1) != 590
) {
if (Actor_Query_Which_Set_In(kActorMutant1) != Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorMutant1, 590);
}
}
return false;
}
void AIScriptMutant1::TimerExpired(int timer) {
//return false;
}
void AIScriptMutant1::CompletedMovementTrack() {
if (Actor_Query_Goal_Number(kActorMutant1) == 401) {
Actor_Set_Goal_Number(kActorMutant1, 403);
}
}
void AIScriptMutant1::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptMutant1::ClickedByPlayer() {
//return false;
}
void AIScriptMutant1::EnteredSet(int setId) {
// return false;
}
void AIScriptMutant1::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptMutant1::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptMutant1::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
if (Actor_Query_Which_Set_In(kActorMutant1) == Player_Query_Current_Set()
&& Actor_Query_Goal_Number(kActorMutant1) != 599
) {
if (otherActorId == kActorMcCoy) {
if (combatMode) {
Actor_Modify_Combat_Aggressiveness(kActorMutant1, 10);
} else {
Actor_Modify_Combat_Aggressiveness(kActorMutant1, -10);
}
} else if (otherActorId == kActorFreeSlotA
|| otherActorId == kActorMutant2
|| otherActorId == kActorMutant3
) {
Actor_Modify_Combat_Aggressiveness(kActorMutant1, 10);
} else {
Actor_Modify_Combat_Aggressiveness(kActorMutant1, -10);
}
}
}
void AIScriptMutant1::ShotAtAndMissed() {
if (Actor_Query_Goal_Number(kActorMutant1) != 410) {
Actor_Modify_Combat_Aggressiveness(kActorMutant1, 10);
Actor_Modify_Friendliness_To_Other(kActorMutant1, kActorMcCoy, -10);
}
}
bool AIScriptMutant1::ShotAtAndHit() {
if (Actor_Query_Goal_Number(kActorMutant1) != 410) {
Actor_Modify_Combat_Aggressiveness(kActorMutant1, 15);
Actor_Modify_Friendliness_To_Other(kActorMutant1, kActorMcCoy, -15);
}
return false;
}
void AIScriptMutant1::Retired(int byActorId) {
Actor_Set_Goal_Number(kActorMutant1, 599);
}
int AIScriptMutant1::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptMutant1::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case 400:
AI_Movement_Track_Flush(kActorMutant1);
AI_Movement_Track_Append(kActorMutant1, 39, 0);
AI_Movement_Track_Repeat(kActorMutant1);
if (Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)) {
Actor_Set_Combat_Aggressiveness(kActorMutant1, 70);
Actor_Set_Friendliness_To_Other(kActorMutant1, kActorMcCoy, 20);
}
return true;
case 401:
Actor_Set_Targetable(kActorMutant1, true);
AI_Movement_Track_Flush(kActorMutant1);
AI_Movement_Track_Append(kActorMutant1, 39, 0);
switch (Random_Query(1, 8)) {
case 1:
AI_Movement_Track_Append(kActorMutant1, 182, 0);
AI_Movement_Track_Append(kActorMutant1, 183, 2);
AI_Movement_Track_Append(kActorMutant1, 184, 0);
AI_Movement_Track_Repeat(kActorMutant1);
break;
case 2:
AI_Movement_Track_Append(kActorMutant1, 296, 0);
AI_Movement_Track_Append(kActorMutant1, 297, 0);
AI_Movement_Track_Repeat(kActorMutant1);
break;
case 3:
AI_Movement_Track_Append(kActorMutant1, 176, 0);
AI_Movement_Track_Append(kActorMutant1, 177, 0);
AI_Movement_Track_Append(kActorMutant1, 178, 2);
AI_Movement_Track_Append(kActorMutant1, 177, 0);
AI_Movement_Track_Append(kActorMutant1, 176, 1);
AI_Movement_Track_Append(kActorMutant1, 39, 45);
AI_Movement_Track_Repeat(kActorMutant1);
break;
case 4:
AI_Movement_Track_Append(kActorMutant1, 298, 0);
AI_Movement_Track_Append(kActorMutant1, 300, 0);
AI_Movement_Track_Repeat(kActorMutant1);
break;
case 5:
AI_Movement_Track_Append(kActorMutant1, 301, 0);
AI_Movement_Track_Append(kActorMutant1, 302, 2);
AI_Movement_Track_Append(kActorMutant1, 303, 0);
AI_Movement_Track_Append(kActorMutant1, 304, 0);
AI_Movement_Track_Append(kActorMutant1, 305, 0);
AI_Movement_Track_Append(kActorMutant1, 304, 0);
AI_Movement_Track_Append(kActorMutant1, 306, 0);
AI_Movement_Track_Append(kActorMutant1, 39, 60);
AI_Movement_Track_Repeat(kActorMutant1);
break;
case 6:
AI_Movement_Track_Append(kActorMutant1, 307, 0);
AI_Movement_Track_Append(kActorMutant1, 308, 0);
AI_Movement_Track_Append(kActorMutant1, 309, 1);
AI_Movement_Track_Append(kActorMutant1, 310, 3);
AI_Movement_Track_Append(kActorMutant1, 311, 0);
AI_Movement_Track_Repeat(kActorMutant1);
break;
case 7:
switch (Random_Query(1, 5)) {
case 1:
AI_Movement_Track_Append(kActorMutant1, 532, 0);
AI_Movement_Track_Append(kActorMutant1, 533, 0);
AI_Movement_Track_Append(kActorMutant1, 534, 2);
AI_Movement_Track_Append(kActorMutant1, 535, 3);
AI_Movement_Track_Append(kActorMutant1, 533, 0);
AI_Movement_Track_Append(kActorMutant1, 532, 0);
AI_Movement_Track_Repeat(kActorMutant1);
break;
case 2:
AI_Movement_Track_Append(kActorMutant1, 532, 0);
AI_Movement_Track_Append(kActorMutant1, 533, 0);
AI_Movement_Track_Append(kActorMutant1, 535, 2);
AI_Movement_Track_Append(kActorMutant1, 534, 3);
AI_Movement_Track_Append(kActorMutant1, 533, 0);
AI_Movement_Track_Append(kActorMutant1, 532, 0);
AI_Movement_Track_Repeat(kActorMutant1);
break;
case 3:
AI_Movement_Track_Append(kActorMutant1, 536, 0);
AI_Movement_Track_Append(kActorMutant1, 537, 0);
AI_Movement_Track_Append(kActorMutant1, 538, 2);
AI_Movement_Track_Append(kActorMutant1, 537, 0);
AI_Movement_Track_Append(kActorMutant1, 536, 0);
AI_Movement_Track_Repeat(kActorMutant1);
break;
case 4:
AI_Movement_Track_Append(kActorMutant1, 532, 0);
AI_Movement_Track_Append(kActorMutant1, 533, 0);
AI_Movement_Track_Append(kActorMutant1, 534, 3);
AI_Movement_Track_Append(kActorMutant1, 533, 0);
AI_Movement_Track_Append(kActorMutant1, 532, 0);
AI_Movement_Track_Repeat(kActorMutant1);
break;
case 5:
AI_Movement_Track_Append(kActorMutant1, 532, 0);
AI_Movement_Track_Append(kActorMutant1, 533, 0);
AI_Movement_Track_Append(kActorMutant1, 535, 1);
AI_Movement_Track_Append(kActorMutant1, 533, 0);
AI_Movement_Track_Append(kActorMutant1, 532, 0);
AI_Movement_Track_Repeat(kActorMutant1);
break;
default:
return true;
}
break;
case 8:
if (Game_Flag_Query(kFlagUG07Empty)) {
AI_Movement_Track_Append(kActorMutant1, 418, 0);
AI_Movement_Track_Append(kActorMutant1, 417, 0);
AI_Movement_Track_Append(kActorMutant1, 539, 0);
AI_Movement_Track_Repeat(kActorMutant1);
} else {
Actor_Set_Goal_Number(kActorMutant1, 403);
}
break;
default:
AI_Movement_Track_Append(kActorMutant1, 39, 60);
AI_Movement_Track_Repeat(kActorMutant1);
break;
}
return true;
case 403:
Actor_Set_Targetable(kActorMutant1, false);
Actor_Set_Goal_Number(kActorMutant1, 401);
return true;
case 404:
AI_Movement_Track_Flush(kActorMutant1);
AI_Movement_Track_Append(kActorMutant1, 39, 0);
AI_Movement_Track_Repeat(kActorMutant1);
return true;
case 410:
switch (Actor_Query_Which_Set_In(kActorMutant1)) {
case kSetUG01:
Non_Player_Actor_Combat_Mode_On(kActorMutant1, kActorCombatStateIdle, false, kActorMcCoy, 11, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
break;
case kSetUG04:
// fall through
case kSetUG05:
// fall through
case kSetUG06:
Non_Player_Actor_Combat_Mode_On(kActorMutant1, kActorCombatStateIdle, false, kActorMcCoy, 10, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
break;
case kSetUG07:
Non_Player_Actor_Combat_Mode_On(kActorMutant1, kActorCombatStateIdle, false, kActorMcCoy, 12, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
break;
case kSetUG10:
// fall through
case kSetUG12:
// fall through
case kSetUG14:
Non_Player_Actor_Combat_Mode_On(kActorMutant1, kActorCombatStateIdle, false, kActorMcCoy, 14, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
break;
}
return true;
case 411:
AI_Movement_Track_Flush(kActorMutant1);
Actor_Set_Intelligence(kActorMutant1, 40);
Actor_Set_Health(kActorMutant1, 10 * Query_Difficulty_Level() + 30, 10 * Query_Difficulty_Level() + 30);
if (Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)) {
Actor_Set_Combat_Aggressiveness(kActorMutant1, 70);
Actor_Set_Friendliness_To_Other(kActorMutant1, kActorMcCoy, 20);
} else {
Actor_Set_Combat_Aggressiveness(kActorMutant1, 40);
Actor_Set_Friendliness_To_Other(kActorMutant1, kActorMcCoy, 45);
}
// code repeated also in case 599 which precedes this one
// redundant?
// results in additional reduction in friendliness and increase of aggressiveness for the other two mutants
Actor_Modify_Friendliness_To_Other(kActorMutant2, kActorMcCoy, -10);
Actor_Modify_Friendliness_To_Other(kActorMutant3, kActorMcCoy, -20);
Actor_Modify_Combat_Aggressiveness(kActorMutant2, 10);
Actor_Modify_Combat_Aggressiveness(kActorMutant3, 15);
Actor_Set_Goal_Number(kActorMutant1, 403);
return true;
case 590:
AI_Movement_Track_Flush(kActorMutant1);
AI_Movement_Track_Append(kActorMutant1, 39, 100);
AI_Movement_Track_Repeat(kActorMutant1);
return true;
case 599:
AI_Movement_Track_Flush(kActorMutant1);
Actor_Change_Animation_Mode(kActorMutant1, kAnimationModeDie);
// results in additional reduction in friendlinees and increase of aggressiveness for the other two mutants
Actor_Modify_Friendliness_To_Other(kActorMutant2, kActorMcCoy, -10);
Actor_Modify_Friendliness_To_Other(kActorMutant3, kActorMcCoy, -20);
Actor_Modify_Combat_Aggressiveness(kActorMutant2, 10);
Actor_Modify_Combat_Aggressiveness(kActorMutant3, 15);
return true;
default:
break;
}
return false;
}
bool AIScriptMutant1::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
*animation = kModelAnimationMutant1Idle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1Idle)) {
_animationFrame = 0;
}
break;
case 1:
// fall through
case 2:
*animation = kModelAnimationMutant1Walking;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1Walking)) {
_animationFrame = 0;
}
break;
case 3:
if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
*animation = kModelAnimationMutant1Idle;
_animationState = 0;
} else {
*animation = kModelAnimationMutant1MoreCalmTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1MoreCalmTalk)) {
_animationFrame = 0;
}
}
break;
case 4:
*animation = kModelAnimationMutant1MoreCalmTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1MoreCalmTalk)) {
_animationFrame = 0;
_animationState = 3;
*animation = kModelAnimationMutant1MoreCalmTalk;
}
break;
case 5:
*animation = kModelAnimationMutant1YellOrHurt;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1YellOrHurt)) {
_animationFrame = 0;
_animationState = 3;
*animation = kModelAnimationMutant1MoreCalmTalk;
}
break;
case 6:
*animation = kModelAnimationMutant1MeleeAttack;
++_animationFrame;
if (_animationFrame == 5) {
int snd;
if (Random_Query(1, 2) == 1) {
snd = 9010;
} else {
snd = 9015;
}
Sound_Play_Speech_Line(kActorMutant1, snd, 75, 0, 99);
}
if (_animationFrame == 9) {
Actor_Combat_AI_Hit_Attempt(kActorMutant1);
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1MeleeAttack)) {
Actor_Change_Animation_Mode(kActorMutant1, kAnimationModeIdle);
}
break;
case 7:
*animation = kModelAnimationMutant1Jump;
++_animationFrame;
if (_animationFrame == 1) {
Ambient_Sounds_Play_Sound(kSfxHURT1M1, 99, 0, 0, 25);
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1Jump)) {
Actor_Change_Animation_Mode(kActorMutant1, kAnimationModeIdle);
}
break;
case 8:
*animation = kModelAnimationMutant1ShotDead;
++_animationFrame;
if (_animationFrame == 1) {
Sound_Play(kSfxYELL1M1, 100, 0, 0, 50);
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1ShotDead)) {
Actor_Change_Animation_Mode(kActorMutant1, 88);
}
break;
case 9:
*animation = kModelAnimationMutant1ShotDead;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1ShotDead) - 1;
break;
case 10:
*animation = kModelAnimationMutant1Jump;
++_animationFrame;
if (_animationFrame == 9) {
Sound_Play(kSfxHURT1M1, 100, 0, 0, 50);
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1Jump)) {
Actor_Change_Animation_Mode(kActorMutant1, kAnimationModeIdle);
}
break;
default:
debugC(6, kDebugAnimation, "AIScriptMutant1::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptMutant1::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
if (_animationState >= 3 && _animationState <= 5) {
_resumeIdleAfterFramesetCompletesFlag = true;
} else {
_animationState = 0;
_animationFrame = 0;
}
break;
case kAnimationModeWalk:
// fall through
case kAnimationModeCombatWalk:
_animationState = 1;
_animationFrame = 0;
break;
case kAnimationModeRun:
// fall through
case kAnimationModeCombatRun:
_animationState = 2;
_animationFrame = 0;
break;
case 3:
// fall through
case 12:
_animationState = 3;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 4:
if (_animationState >= 3 && _animationState <= 5) {
_resumeIdleAfterFramesetCompletesFlag = true;
} else {
_animationState = 0;
_animationFrame = 0;
}
break;
case 6:
_animationState = 6;
_animationFrame = 0;
break;
case 13:
_animationState = 3;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 21:
// fall through
case 22:
_animationState = 10;
_animationFrame = 0;
break;
case kAnimationModeDie:
_animationState = 8;
_animationFrame = 0;
break;
case 88:
_animationState = 9;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1ShotDead) - 1;
break;
default:
debugC(6, kDebugAnimation, "AIScriptMutant1::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptMutant1::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptMutant1::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptMutant1::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptMutant1::FledCombat() {
Actor_Set_Goal_Number(kActorMutant1, 403);
}
} // End of namespace BladeRunner