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

1173 lines
32 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 {
AIScriptSadik::AIScriptSadik(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_resumeIdleAfterFramesetCompletesFlag = false;
_nextSoundId = -1; // changed from original (0) to be more clear that this is an invalid sfx id
// _varChooseIdleAnimation can have valid values: 0, 1
_varChooseIdleAnimation = 0;
_varNumOfTimesToHoldCurrentFrame = 0;
_var4 = 1;
}
void AIScriptSadik::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
_nextSoundId = -1; // changed from original (0) to be more clear that this is an invalid sfx id
_varChooseIdleAnimation = 0;
_varNumOfTimesToHoldCurrentFrame = 0;
_var4 = 1;
Actor_Put_In_Set(kActorSadik, kSetFreeSlotA);
Actor_Set_At_Waypoint(kActorSadik, 33, 0);
Actor_Set_Goal_Number(kActorSadik, kGoalSadikDefault);
}
bool AIScriptSadik::Update() {
if ( Global_Variable_Query(kVariableChapter) == 2
&& Player_Query_Current_Scene() == kSceneBB09
&& !Game_Flag_Query(kFlagBB09SadikRun)
) {
Actor_Set_Goal_Number(kActorSadik, kGoalSadikRunFromBB09);
Actor_Set_Targetable(kActorSadik, true);
Game_Flag_Set(kFlagBB09SadikRun);
Game_Flag_Set(kFlagUnused406);
return true;
}
if (_nextSoundId != -1) { // changed from original (0) to be more clear that this is an invalid sfx id
Sound_Play(_nextSoundId, 100, 0, 0, 50);
_nextSoundId = -1; // changed from original (0) to be more clear that this is an invalid sfx id
}
if (Global_Variable_Query(kVariableChapter) == 3
&& Actor_Query_Goal_Number(kActorSadik) < 200
) {
Actor_Set_Goal_Number(kActorSadik, 200);
}
if (Global_Variable_Query(kVariableChapter) == 5
&& Actor_Query_Goal_Number(kActorSadik) < 400
) {
Actor_Set_Goal_Number(kActorSadik, 400);
}
if (Actor_Query_Goal_Number(kActorSadik) == 411) {
if (Game_Flag_Query(kFlagNotUsed657)) {
Actor_Set_Goal_Number(kActorSadik, 412);
}
}
return false;
}
void AIScriptSadik::TimerExpired(int timer) {
if (timer == kActorTimerAIScriptCustomTask0) {
AI_Countdown_Timer_Reset(kActorSadik, kActorTimerAIScriptCustomTask0);
// goals 303, 304 and 305 are never set, cut out part of game?
switch (Actor_Query_Goal_Number(kActorSadik)) {
case kGoalSadikUG18Decide:
Actor_Set_Goal_Number(kActorSadik, 305);
break;
case 303:
Actor_Set_Goal_Number(kActorSadik, 305);
break;
case kGoalSadikUG18PrepareShootMcCoy:
Actor_Set_Goal_Number(kActorSadik, kGoalSadikUG18ShootMcCoy);
break;
}
}
}
void AIScriptSadik::CompletedMovementTrack() {
switch (Actor_Query_Goal_Number(kActorSadik)) {
case kGoalSadikRunFromBB09:
Actor_Set_Goal_Number(kActorSadik, kGoalSadikBB11Wait);
break;
case kGoalSadikBB11CatchMcCoy:
Actor_Set_Goal_Number(kActorSadik, kGoalSadikBB11KnockOutMcCoy);
break;
case kGoalSadikBB11KnockOutMcCoy:
Actor_Set_Goal_Number(kActorSadik, kGoalSadikBB11KickMcCoy);
break;
case kGoalSadikUG18Move:
Actor_Set_Goal_Number(kActorSadik, kGoalSadikUG18Decide);
break;
default:
return; //false;
}
return; //true;
}
void AIScriptSadik::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptSadik::ClickedByPlayer() {
if (Actor_Query_Goal_Number(kActorSadik) == kGoalSadikGone) {
Actor_Face_Actor(kActorMcCoy, kActorSadik, true);
Actor_Says(kActorMcCoy, 8580, 16);
}
}
void AIScriptSadik::EnteredSet(int setId) {
// return false;
}
void AIScriptSadik::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptSadik::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptSadik::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptSadik::ShotAtAndMissed() {
if (Actor_Query_Goal_Number(kActorSadik) == 414
|| Actor_Query_Goal_Number(kActorSadik) == kGoalSadikKP06NeedsReactorCoreFromMcCoy
) {
Game_Flag_Set(kFlagMcCoyAttackedReplicants);
if (Actor_Query_Which_Set_In(kActorSadik) != kSetKP07) {
Actor_Set_Goal_Number(kActorSadik, 418);
Scene_Exits_Disable();
}
}
}
bool AIScriptSadik::ShotAtAndHit() {
#if BLADERUNNER_ORIGINAL_BUGS // Sadik killed in BB09 dead end bug fix
#else
if (Actor_Query_Goal_Number(kActorSadik) == kGoalSadikRunFromBB09) {
// Like Izo's ShotAtAndHit() and the code below for kGoalSadikUG18Move
// this will keep resetting Sadik's health to avoid killing him
// Still, this is lowering Sadik's health from 80 (when Replicant) and 50 (when Human)
if (Game_Flag_Query(kFlagSadikIsReplicant)) {
Actor_Set_Health(kActorSadik, 60, 60);
} else {
Actor_Set_Health(kActorSadik, 40, 40);
}
return true;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
if (Actor_Query_Goal_Number(kActorSadik) == kGoalSadikUG18Move) {
// this lowers Sadik's original health but makes it impossible to kill him here (UG18)
if (Game_Flag_Query(kFlagSadikIsReplicant)) {
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Set_Health(kActorSadik, 60, 60);
#else
// Sadik killed in BB09 dead end bug fix
if (Actor_Query_Current_HP(kActorSadik) == 60) { // shot also at Bradbury, so lower his health further
Actor_Set_Health(kActorSadik, 50, 50);
} else {
Actor_Set_Health(kActorSadik, 60, 60);
}
#endif
} else {
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Set_Health(kActorSadik, 40, 40);
#else
// Sadik killed in BB09 dead end bug fix
if (Actor_Query_Current_HP(kActorSadik) == 40) { // shot also at Bradbury, so lower his health further
Actor_Set_Health(kActorSadik, 30, 30);
} else {
Actor_Set_Health(kActorSadik, 40, 40);
}
#endif
}
return true;
}
if (Actor_Query_Goal_Number(kActorSadik) == 414
|| Actor_Query_Goal_Number(kActorSadik) == kGoalSadikKP06NeedsReactorCoreFromMcCoy
) {
Game_Flag_Set(kFlagMcCoyAttackedReplicants);
if (Actor_Query_Which_Set_In(kActorSadik) != kSetKP07) {
Actor_Set_Goal_Number(kActorSadik, 418);
Scene_Exits_Disable();
}
}
return false;
}
void AIScriptSadik::Retired(int byActorId) {
if ((Actor_Query_Goal_Number(kActorSadik) == 418
|| Actor_Query_Goal_Number(kActorSadik) == 450
)
&& Actor_Query_Which_Set_In(kActorSadik) != kSetKP07
) {
Scene_Exits_Enable();
}
if (Actor_Query_In_Set(kActorSadik, kSetKP07)) {
Global_Variable_Decrement(kVariableReplicantsSurvivorsAtMoonbus, 1); // can't Sadik still be human (Rep-sympathiser here? A bug?
Actor_Set_Goal_Number(kActorSadik, kGoalSadikGone);
if (Global_Variable_Query(kVariableReplicantsSurvivorsAtMoonbus) == 0) {
Player_Loses_Control();
Delay(2000);
Player_Set_Combat_Mode(false);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -12.0f, -41.58f, 72.0f, 0, true, false, false);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagKP07toKP06);
Game_Flag_Reset(kFlagMcCoyIsHelpingReplicants);
Set_Enter(kSetKP05_KP06, kSceneKP06);
return; //true;
}
}
Actor_Set_Goal_Number(kActorSadik, kGoalSadikGone);
return; //false;
}
int AIScriptSadik::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptSadik::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case kGoalSadikDefault:
AI_Movement_Track_Flush(kActorSadik);
AI_Movement_Track_Append(kActorSadik, 33, 0);
AI_Movement_Track_Repeat(kActorSadik);
return true;
case kGoalSadikRunFromBB09:
AI_Movement_Track_Flush(kActorSadik);
AI_Movement_Track_Append_Run(kActorSadik, 131, 0);
AI_Movement_Track_Append_Run(kActorSadik, 132, 0);
AI_Movement_Track_Append_Run(kActorSadik, 133, 0);
AI_Movement_Track_Repeat(kActorSadik);
return true;
case kGoalSadikBB11Wait:
AI_Movement_Track_Flush(kActorSadik);
AI_Movement_Track_Append(kActorSadik, 313, 0);
AI_Movement_Track_Repeat(kActorSadik);
Game_Flag_Set(kFlagBB11SadikFight);
return true;
case kGoalSadikBB11ThrowMcCoy:
Actor_Set_Immunity_To_Obstacles(kActorSadik, true);
Actor_Face_Heading(kActorSadik, kActorMcCoy, kActorMcCoy);
_animationState = 32;
_animationFrame = -1;
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
return true;
case kGoalSadikBB11CatchMcCoy:
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyBB11GetUp);
AI_Movement_Track_Flush(kActorSadik);
AI_Movement_Track_Append(kActorSadik, 314, 0);
AI_Movement_Track_Append_Run(kActorSadik, 317, 0);
AI_Movement_Track_Repeat(kActorSadik);
return true;
case kGoalSadikBB11KnockOutMcCoy:
Actor_Change_Animation_Mode(kActorSadik, 62);
return true;
case kGoalSadikBB11KickMcCoy:
Actor_Face_Heading(kActorSadik, 100, false);
Actor_Change_Animation_Mode(kActorSadik, 63);
Actor_Set_Goal_Number(kActorClovis, kGoalClovisBB11WalkToMcCoy);
Actor_Set_Immunity_To_Obstacles(kActorSadik, false);
return true;
case kGoalSadikBB11TalkWithClovis:
_nextSoundId = -1; // changed from original (0) to be more clear that this is an invalid sfx id
return false;
case 200:
Actor_Put_In_Set(kActorSadik, kSetFreeSlotA);
Actor_Set_At_Waypoint(kActorSadik, 33, 0);
Actor_Set_Goal_Number(kActorMcCoy, 199);
return true;
case kGoalSadikUG18Wait:
Actor_Put_In_Set(kActorSadik, kSetUG18);
Actor_Set_At_XYZ(kActorSadik, 111.89f, 0.0f, 408.42f, 0);
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeCombatIdle);
return true;
case kGoalSadikUG18Move:
Actor_Set_Targetable(kActorSadik, true);
World_Waypoint_Set(436, kSetUG18, -356.11f, 0.0f, 652.42f);
AI_Movement_Track_Flush(kActorSadik);
AI_Movement_Track_Append_Run(kActorSadik, 436, 0);
AI_Movement_Track_Repeat(kActorSadik);
return true;
case kGoalSadikUG18Decide:
// This is called first and then the scene script SceneScriptUG18::ActorChangedGoal
Actor_Set_Targetable(kActorSadik, false);
return true;
// goals 303, 304 and 305 are never set, cut out part of game?
case 303:
AI_Countdown_Timer_Reset(kActorSadik, kActorTimerAIScriptCustomTask0);
AI_Countdown_Timer_Start(kActorSadik, kActorTimerAIScriptCustomTask0, 5);
return true;
case 304:
Actor_Set_Targetable(kActorSadik, false);
AI_Countdown_Timer_Reset(kActorSadik, kActorTimerAIScriptCustomTask0);
return true;
case 305:
// fall through
case kGoalSadikUG18WillShootMcCoy:
// fall through
case kGoalSadikUG18Leave:
return true;
case kGoalSadikUG18PrepareShootMcCoy:
Sound_Play(kSfxLGCAL1, 100, 0, 0, 50);
AI_Countdown_Timer_Start(kActorSadik, kActorTimerAIScriptCustomTask0, 2);
return true;
case kGoalSadikUG18ShootMcCoy:
if (Player_Query_Current_Scene() == kSceneUG18) {
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Force_Stop_Walking(kActorMcCoy);
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeCombatAttack);
Sound_Play(kSfxLGCAL1, 100, 0, 0, 50);
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
Actor_Retired_Here(kActorMcCoy, 6, 6, true, -1);
#else
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeCombatAttack);
Sound_Play(kSfxLGCAL1, 100, 0, 0, 50);
Player_Loses_Control();
Actor_Force_Stop_Walking(kActorMcCoy);
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
Actor_Retired_Here(kActorMcCoy, 6, 6, true, kActorSadik);
#endif // BLADERUNNER_ORIGINAL_BUGS
}
return true;
case 309:
AI_Countdown_Timer_Reset(kActorSadik, kActorTimerAIScriptCustomTask0);
return true;
case 400:
Actor_Set_Goal_Number(kActorSadik, 410);
return true;
case 410:
if (Game_Flag_Query(kFlagMcCoyIsHelpingReplicants) == 1) {
Actor_Set_Goal_Number(kActorSadik, 414);
} else {
Actor_Set_Goal_Number(kActorSadik, 411);
}
return true;
case 411:
Actor_Put_In_Set(kActorSadik, kSetKP05_KP06);
Actor_Set_At_XYZ(kActorSadik, -1134.0f, 0.0f, 73.45f, 398);
Actor_Set_Goal_Number(kActorClovis, kGoalClovisKP07Wait);
Actor_Set_Goal_Number(kActorMaggie, kGoalMaggieKP05Wait);
return true;
case 412:
Actor_Says(kActorSadik, 60, 3);
Actor_Says(kActorMcCoy, 2240, 3);
Actor_Says(kActorSadik, 70, 3);
Actor_Says(kActorSadik, 80, 3);
Actor_Says(kActorMcCoy, 2245, 3);
Actor_Says(kActorSadik, 90, 3);
Actor_Says(kActorSadik, 100, 3);
Actor_Says(kActorMcCoy, 2250, 3);
Actor_Set_Goal_Number(kActorSadik, 413);
return true;
case 413:
Loop_Actor_Walk_To_XYZ(kActorSadik, -1062.0f, 0.0f, 219.0f, 0, false, true, false);
Actor_Set_Targetable(kActorSadik, true);
Non_Player_Actor_Combat_Mode_On(kActorSadik, kActorCombatStateIdle, true, kActorMcCoy, 9, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, -1, -1, 15, 300, false);
Actor_Set_Goal_Number(kActorSadik, 450);
return true;
case 414:
Actor_Put_In_Set(kActorSadik, kSetKP05_KP06);
Actor_Set_At_XYZ(kActorSadik, -961.0f, 0.0f, -778.0f, 150);
Actor_Set_Targetable(kActorSadik, true);
return true;
case 415:
Actor_Says(kActorSadik, 110, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 2290, kAnimationModeTalk);
Actor_Says(kActorSadik, 310, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 2300, kAnimationModeTalk);
if (Game_Flag_Query(kFlagSadikIsReplicant)) {
Actor_Says(kActorSadik, 180, kAnimationModeTalk);
Actor_Says(kActorSadik, 190, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 2310, kAnimationModeTalk);
Actor_Says(kActorSadik, 200, kAnimationModeTalk);
} else {
Actor_Says(kActorSadik, 140, kAnimationModeTalk);
Actor_Says(kActorSadik, 150, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 2305, kAnimationModeTalk);
Actor_Says(kActorSadik, 160, kAnimationModeTalk);
Actor_Says(kActorSadik, 170, kAnimationModeTalk);
}
Actor_Says(kActorMcCoy, 2315, kAnimationModeTalk);
Actor_Says(kActorSadik, 210, kAnimationModeTalk);
Actor_Says(kActorSadik, 220, kAnimationModeTalk);
Actor_Says(kActorSadik, 230, kAnimationModeTalk);
Actor_Says(kActorSadik, 240, kAnimationModeTalk);
Actor_Says(kActorSadik, 250, kAnimationModeTalk);
Actor_Says(kActorSadik, 260, kAnimationModeTalk);
Actor_Set_Goal_Number(kActorSadik, kGoalSadikKP06NeedsReactorCoreFromMcCoy);
return true;
case kGoalSadikKP06NeedsReactorCoreFromMcCoy:
Loop_Actor_Walk_To_XYZ(kActorSadik, -961.0f, 0.0f, -778.0f, 0, false, false, false);
Actor_Face_Heading(kActorSadik, 150, false);
return true;
case 417:
Actor_Face_Actor(kActorSadik, kActorMcCoy, true);
Actor_Says(kActorSadik, 320, kAnimationModeTalk);
Loop_Actor_Walk_To_XYZ(kActorSadik, -857.0f, 0.0f, -703.0f, 0, false, true, false);
Actor_Says(kActorMcCoy, 2330, kAnimationModeTalk);
Actor_Says(kActorSadik, 330, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 2335, kAnimationModeTalk);
Actor_Says(kActorSadik, 340, kAnimationModeTalk);
Actor_Set_Goal_Number(kActorSadik, kGoalSadikKP06NeedsReactorCoreFromMcCoy);
return true;
case 418:
Game_Flag_Reset(kFlagMcCoyIsHelpingReplicants);
Actor_Set_Goal_Number(kActorClovis, kGoalClovisKP07LayDown);
Non_Player_Actor_Combat_Mode_On(kActorSadik, kActorCombatStateIdle, true, kActorMcCoy, 9, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, -1, -1, 15, 300, false);
return true;
case 419:
Actor_Put_In_Set(kActorSadik, kSetKP07);
Actor_Set_At_XYZ(kActorSadik, -12.0f, -41.58f, 72.0f, 0);
return true;
case 420:
// fall through
case 450:
return true;
}
return false;
}
bool AIScriptSadik::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
if (_varChooseIdleAnimation == 1) {
*animation = kModelAnimationSadikShiftsShoulders;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikShiftsShoulders)) {
*animation = kModelAnimationSadikIdle;
_animationFrame = 0;
_varChooseIdleAnimation = 0;
}
} else if (_varChooseIdleAnimation == 0) {
*animation = kModelAnimationSadikIdle;
if (_varNumOfTimesToHoldCurrentFrame > 0) {
--_varNumOfTimesToHoldCurrentFrame;
if (!Random_Query(0, 6)) {
_var4 = -_var4;
}
} else {
_animationFrame += _var4;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikIdle)) {
_animationFrame = 0;
}
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikIdle) - 1;
}
if (!Random_Query(0, 4)) {
_varNumOfTimesToHoldCurrentFrame = 1;
}
if (_animationFrame == 0 || _animationFrame == 8) {
_varNumOfTimesToHoldCurrentFrame = Random_Query(2, 8);
}
if (!Random_Query(0, 2)) {
if (_animationFrame == 0) {
_varChooseIdleAnimation = 1;
_varNumOfTimesToHoldCurrentFrame = 0;
*animation = kModelAnimationSadikShiftsShoulders;
}
}
}
}
break;
case 1:
// fall through
case 2:
// fall through
case 3:
// fall through
case 4:
// fall through
case 5:
// fall through
case 6:
switch (_animationState) {
case 1:
*animation = kModelAnimationSadikWalking;
break;
case 2:
*animation = kModelAnimationSadikRunning;
break;
case 3:
*animation = kModelAnimationSadikCombatWalking;
break;
case 4:
*animation = kModelAnimationSadikCombatRunning;
break;
case 6:
*animation = kModelAnimationSadikClimbLadderUp;
break;
case 5:
*animation = kModelAnimationSadikClimbLadderDown;
break;
}
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
break;
case 7:
*animation = kModelAnimationSadikCombatIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikCombatIdle)) {
_animationFrame = 0;
}
break;
case 8:
*animation = kModelAnimationSadikCombatTurnRight;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikCombatTurnRight)) {
_animationFrame = 0;
_animationState = 7;
*animation = kModelAnimationSadikCombatIdle;
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeCombatIdle);
}
break;
case 9:
*animation = kModelAnimationSadikCombatTurnLeft;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikCombatTurnLeft)) {
_animationFrame = 0;
_animationState = 7;
*animation = kModelAnimationSadikCombatIdle;
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeCombatIdle);
}
break;
case 10:
*animation = kModelAnimationSadikGotHitFront;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikGotHitFront)) {
*animation = kModelAnimationSadikIdle;
_animationFrame = 0;
_animationState = 0;
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeIdle);
}
break;
case 11:
*animation = kModelAnimationSadikGotHitMore;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikGotHitMore)) {
*animation = kModelAnimationSadikIdle;
_animationFrame = 0;
_animationState = 0;
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeIdle);
}
break;
case 12:
*animation = kModelAnimationSadikCombatGotHitFront;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikCombatGotHitFront)) {
_animationFrame = 0;
_animationState = 7;
*animation = kModelAnimationSadikCombatIdle;
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeCombatIdle);
}
break;
case 13:
*animation = kModelAnimationSadikCombatGotHitMore;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikCombatGotHitMore)) {
_animationFrame = 0;
_animationState = 7;
*animation = kModelAnimationSadikCombatIdle;
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeCombatIdle);
}
break;
case 14:
*animation = kModelAnimationSadikShotDead;
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikShotDead) - 1) {
++_animationFrame;
}
break;
case 15:
// A bug? This is identical to case 14. Maybe make case 14 fall through?
*animation = kModelAnimationSadikShotDead;
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikShotDead) - 1) {
++_animationFrame;
}
break;
case 16:
*animation = kModelAnimationSadikCombatUnholsterGun;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikCombatUnholsterGun)) {
_animationFrame = 0;
_animationState = 7;
*animation = kModelAnimationSadikCombatIdle;
}
break;
case 17:
*animation = kModelAnimationSadikCombatHolsterGun;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikCombatHolsterGun)) {
*animation = kModelAnimationSadikIdle;
_animationFrame = 0;
_animationState = 0;
}
break;
case 18:
*animation = kModelAnimationSadikCombatFireGunAndReturnToPoseIdle;
++_animationFrame;
if (_animationFrame == 5) {
int snd;
if (Random_Query(1, 2) == 1) {
snd = 9010;
} else {
snd = 9015;
}
Sound_Play_Speech_Line(kActorSadik, snd, 75, 0, 99);
}
if (_animationFrame == 7) {
Actor_Combat_AI_Hit_Attempt(kActorSadik);
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikCombatFireGunAndReturnToPoseIdle)) {
_animationFrame = 0;
_animationState = 7;
*animation = kModelAnimationSadikCombatIdle;
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeCombatIdle);
}
break;
case 19:
*animation = kModelAnimationSadikCalmTalk;
if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
*animation = kModelAnimationSadikIdle;
_animationState = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
} else {
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikCalmTalk)) {
_animationFrame = 0;
}
}
break;
case 20:
// fall through
case 21:
// fall through
case 22:
// fall through
case 23:
// fall through
case 24:
// fall through
case 25:
// fall through
case 26:
switch (_animationState) {
case 20:
*animation = kModelAnimationSadikMoreCalmTalk;
break;
case 21:
*animation = kModelAnimationSadikSuggestTalk;
break;
case 22:
*animation = kModelAnimationSadikUrgeTalk;
break;
case 23:
*animation = kModelAnimationSadikAccuseTalk;
break;
case 24:
*animation = kModelAnimationSadikProtestTalk;
break;
case 25:
*animation = kModelAnimationSadikMockTalk;
break;
default:
*animation = kModelAnimationSadikThisAndThatTalk;
break;
}
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 19;
*animation = kModelAnimationSadikCalmTalk;
}
break;
case 27:
*animation = kModelAnimationSadikGesturePointOrGive;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikGesturePointOrGive)) {
*animation = kModelAnimationSadikIdle;
_animationFrame = 0;
_animationState = 0;
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeIdle);
}
break;
case 28:
*animation = kModelAnimationSadikJumpAcross;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikJumpAcross)) {
*animation = kModelAnimationSadikIdle;
_animationFrame = 0;
_animationState = 0;
}
break;
case 29:
*animation = kModelAnimationSadikHangingDropsDown;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikHangingDropsDown)) {
*animation = kModelAnimationSadikIdle;
_animationFrame = 0;
_animationState = 0;
}
break;
case 30:
*animation = kModelAnimationSadikKicksSomeoneWhoIsDown;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikKicksSomeoneWhoIsDown)) {
*animation = kModelAnimationSadikIdle;
_animationFrame = 0;
_animationState = 0;
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeIdle);
}
break;
case 31:
*animation = kModelAnimationSadikHoldsSomeoneAndPunches;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSadikHoldsSomeoneAndPunches)) {
*animation = kModelAnimationSadikIdle;
_animationFrame = 0;
_animationState = 0;
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeIdle);
}
break;
case 32:
*animation = kModelAnimationSadikPicksUpAndThrowsMcCoy;
++_animationFrame;
if (_animationFrame == 23) {
_nextSoundId = kSfxMTLDOOR2;
}
if (_animationFrame >= 25) {
// TODO last frames 27-30 are empty
// but maybe we could still accept frames 25 and 26!
_animationFrame = 0;
_animationState = 0;
*animation = kModelAnimationSadikIdle;
Actor_Set_Goal_Number(kActorSadik, kGoalSadikBB11CatchMcCoy);
}
break;
case 33:
*animation = kModelAnimationSadikHoldsSomeoneAndPunches;
++_animationFrame;
if (Actor_Query_Goal_Number(kActorSadik) == kGoalSadikBB11KnockOutMcCoy) {
if (_animationFrame == 4) {
_nextSoundId = kSfxPUNCH1;
}
if (_animationFrame == 6) {
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeHit);
}
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
*animation = kModelAnimationSadikIdle;
_animationFrame = 0;
_animationState = 0;
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeIdle);
if (Actor_Query_Goal_Number(kActorSadik) == kGoalSadikBB11KnockOutMcCoy) {
Actor_Change_Animation_Mode(kActorSadik, 63);
}
}
break;
case 34:
*animation = kModelAnimationSadikKicksSomeoneWhoIsDown;
++_animationFrame;
if (_animationFrame == 4) {
if (Actor_Query_Goal_Number(kActorSadik) == kGoalSadikBB11KnockOutMcCoy) {
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
_nextSoundId = kSfxKICK1;
} else {
Actor_Change_Animation_Mode(kActorMcCoy, 68);
_nextSoundId = kSfxKICK2;
}
}
if (_animationFrame >= 15) {
*animation = kModelAnimationSadikIdle;
_animationFrame = 0;
_animationState = 0;
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeIdle);
if (Actor_Query_Goal_Number(kActorSadik) == kGoalSadikBB11KnockOutMcCoy) {
AI_Movement_Track_Flush(kActorSadik);
AI_Movement_Track_Append(kActorSadik, 318, 0);
AI_Movement_Track_Repeat(kActorSadik);
} else {
if (Actor_Query_Goal_Number(kActorSadik) == kGoalSadikBB11KickMcCoy) {
Actor_Change_Animation_Mode(kActorSadik, 63);
}
}
}
break;
default:
// Dummy placeholder, kModelAnimationZubenIdle (406) is a Zuben animation
*animation = kModelAnimationZubenIdle;
_animationFrame = 0;
debugC(6, kDebugAnimation, "AIScriptSadik::UpdateAnimation() - Current _animationState (%d) is a placeholder", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptSadik::ChangeAnimationMode(int mode) {
Actor_Set_Frame_Rate_FPS(kActorSadik, -2);
switch (mode) {
case kAnimationModeIdle:
switch (_animationState) {
case 19:
// fall through
case 20:
// fall through
case 21:
// fall through
case 22:
// fall through
case 23:
// fall through
case 24:
// fall through
case 25:
// fall through
case 26:
_resumeIdleAfterFramesetCompletesFlag = true;
break;
case 30:
// fall through
case 31:
return 1;
default:
_animationState = 0;
_animationFrame = 0;
_varNumOfTimesToHoldCurrentFrame = 0;
break;
}
break;
case kAnimationModeWalk:
_animationFrame = 0;
_animationState = 1;
break;
case kAnimationModeRun:
_animationFrame = 0;
_animationState = 2;
break;
case kAnimationModeTalk:
_animationState = 20;
_animationFrame = 0;
break;
case kAnimationModeCombatIdle:
switch (_animationState) {
case 0:
_animationFrame = 0;
_animationState = 16;
break;
case 3:
// fall through
case 4:
_animationState = 7;
_animationFrame = 0;
break;
case 7:
// fall through
case 16:
// fall through
case 18:
return true;
case 17:
_animationFrame = 0;
_animationState = 7;
break;
default:
_animationFrame = 0;
_animationState = 16;
break;
}
break;
case 5:
// fall through
case 9:
// fall through
case 10:
// fall through
case 11:
// fall through
case 19:
// fall through
case 20:
return true;
case kAnimationModeCombatAttack:
_animationFrame = 0;
_animationState = 18;
break;
case kAnimationModeCombatWalk:
_animationFrame = 0;
_animationState = 3;
break;
case kAnimationModeCombatRun:
_animationFrame = 0;
_animationState = 4;
break;
case 12:
_animationState = 20;
_animationFrame = 0;
break;
case 13:
_animationState = 21;
_animationFrame = 0;
break;
case 14:
_animationState = 22;
_animationFrame = 0;
break;
case 15:
_animationState = 23;
_animationFrame = 0;
break;
case 16:
_animationState = 24;
_animationFrame = 0;
break;
case 17:
_animationState = 25;
_animationFrame = 0;
break;
case 18:
_animationState = 26;
_animationFrame = 0;
break;
case kAnimationModeHit:
switch (_animationState) {
case 7:
// fall through
case 8:
// fall through
case 9:
// fall through
case 16:
// fall through
case 17:
// fall through
case 18:
if (Random_Query(0, 1)) {
_animationState = 13;
} else {
_animationState = 12;
}
break;
case 10:
// fall through
case 11:
// fall through
case 12:
// fall through
case 13:
// fall through
case 14:
// fall through
case 15:
if (Random_Query(0, 1)) {
_animationState = 11;
} else {
_animationState = 10;
}
break;
}
_animationFrame = 0;
break;
case kAnimationModeCombatHit:
if (Random_Query(0, 1)) {
_animationState = 12;
} else {
_animationState = 13;
}
_animationFrame = 0;
break;
case 23:
_animationState = 27;
_animationFrame = 0;
break;
case kAnimationModeDie:
_animationState = 14;
_animationFrame = 0;
break;
case 62:
if (Actor_Query_Goal_Number(kActorSadik) != kGoalSadikBB11KnockOutMcCoy
&& Actor_Query_Goal_Number(kActorSadik) != kGoalSadikBB11KickMcCoy
) {
_animationState = 31;
_animationFrame = 0;
} else {
_animationState = 33;
_animationFrame = 0;
}
break;
case 63:
if (Actor_Query_Goal_Number(kActorSadik) != kGoalSadikBB11KnockOutMcCoy
&& Actor_Query_Goal_Number(kActorSadik) != kGoalSadikBB11KickMcCoy
) {
_animationState = 30;
_animationFrame = 2;
} else {
_animationState = 34;
_animationFrame = 2;
}
break;
default:
debugC(6, kDebugAnimation, "AIScriptSadik::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptSadik::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptSadik::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptSadik::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptSadik::FledCombat() {
// return false;
}
} // End of namespace BladeRunner