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

525 lines
15 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/bladerunner.h"
#include "bladerunner/script/ai_script.h"
namespace BladeRunner {
AIScriptSebastian::AIScriptSebastian(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_resumeIdleAfterFramesetCompletesFlag = false;
}
void AIScriptSebastian::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
Actor_Set_Goal_Number(kActorSebastian, 0);
}
bool AIScriptSebastian::Update() {
if (Actor_Query_Goal_Number(kActorSebastian) < 200
&& Global_Variable_Query(kVariableChapter) == 3
) {
Actor_Set_Goal_Number(kActorSebastian, 200);
}
return false;
}
void AIScriptSebastian::TimerExpired(int timer) {
//return false;
}
void AIScriptSebastian::CompletedMovementTrack() {
//return false;
}
void AIScriptSebastian::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptSebastian::ClickedByPlayer() {
if (Actor_Query_Goal_Number(kActorSebastian) == 205) {
AI_Movement_Track_Pause(kActorSebastian);
Actor_Face_Actor(kActorSebastian, kActorMcCoy, true);
Actor_Face_Actor(kActorMcCoy, kActorSebastian, true);
if (Actor_Clue_Query(kActorSebastian, kClueMcCoyIsABladeRunner)) {
Actor_Says(kActorMcCoy, 6985, 16);
Actor_Says(kActorSebastian, 610, 14);
} else {
dialogue();
}
AI_Movement_Track_Unpause(kActorSebastian);
return; //true;
}
return; //false;
}
void AIScriptSebastian::EnteredSet(int setId) {
// return false;
}
void AIScriptSebastian::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptSebastian::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptSebastian::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
if (otherActorId == kActorMcCoy
&& combatMode
) {
#if BLADERUNNER_ORIGINAL_BUGS
Global_Variable_Increment(kVariableGunPulledInFrontOfSebastian, 1);
#else
// This is a minor fix: Prevent increasing the value of kVariableGunPulledInFrontOfSebastian without restriction
if (Global_Variable_Query(kVariableGunPulledInFrontOfSebastian) < 2) {
Global_Variable_Increment(kVariableGunPulledInFrontOfSebastian, 1);
}
#endif
Actor_Modify_Friendliness_To_Other(kActorSebastian, kActorMcCoy, -5);
AI_Movement_Track_Pause(kActorSebastian);
Actor_Face_Actor(kActorSebastian, kActorMcCoy, true);
if (Global_Variable_Query(kVariableGunPulledInFrontOfSebastian) == 1) {
Actor_Says(kActorSebastian, 680, 12);
Actor_Face_Actor(kActorMcCoy, kActorSebastian, true);
Actor_Says_With_Pause(kActorMcCoy, 7265, 0.0f, kAnimationModeCombatIdle);
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatIdle);
Delay(500);
Actor_Says(kActorSebastian, 690, 16);
} else {
Actor_Says(kActorSebastian, 700, 15);
Actor_Says_With_Pause(kActorMcCoy, 7270, 0.0f, kAnimationModeCombatIdle);
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatIdle);
}
AI_Movement_Track_Unpause(kActorSebastian);
return; //true;
}
}
void AIScriptSebastian::ShotAtAndMissed() {
// return false;
}
bool AIScriptSebastian::ShotAtAndHit() {
return false;
}
void AIScriptSebastian::Retired(int byActorId) {
// return false;
}
int AIScriptSebastian::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptSebastian::GoalChanged(int currentGoalNumber, int newGoalNumber) {
if (newGoalNumber == 200) {
Actor_Put_In_Set(kActorSebastian, kSetBB05);
Actor_Set_At_XYZ(kActorSebastian, -13.08f, -60.31f, 100.88f, 470);
}
return false;
}
bool AIScriptSebastian::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
*animation = kModelAnimationSebastianIdle;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianIdle) - 1) {
_animationFrame = 0;
}
break;
case 1:
*animation = kModelAnimationSebastianWalking;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianWalking) - 1) {
_animationFrame = 0;
}
break;
case 2:
*animation = kModelAnimationSebastianStepsBack;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianStepsBack) - 1) {
Actor_Change_Animation_Mode(kActorSebastian, kAnimationModeIdle);
*animation = kModelAnimationSebastianIdle;
_animationFrame = 0;
_animationState = 0;
}
break;
case 3:
*animation = kModelAnimationSebastianTriesToRunHitsHeadAndFalls;
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianTriesToRunHitsHeadAndFalls) - 1) {
++_animationFrame;
}
break;
case 4:
if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
Actor_Change_Animation_Mode(kActorSebastian, kAnimationModeIdle);
*animation = kModelAnimationSebastianIdle;
_animationState = 0;
_animationFrame = 0;
} else {
*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianCalmHeadNodLeftTalk) - 1) {
_animationFrame = 0;
}
}
break;
case 5:
*animation = kModelAnimationSebastianCalmHeadNodRightTalk;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianCalmHeadNodRightTalk) - 1) {
_animationFrame = 0;
_animationState = 4;
*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
}
break;
case 6:
*animation = kModelAnimationSebastianSuggestTalk;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianSuggestTalk) - 1) {
_animationFrame = 0;
_animationState = 4;
*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
}
break;
case 7:
*animation = kModelAnimationSebastianWonderingTalk;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianWonderingTalk) - 1) {
_animationFrame = 0;
_animationState = 4;
*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
}
break;
case 8:
*animation = kModelAnimationSebastianPointingToSelfTalk;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianPointingToSelfTalk) - 1) {
_animationFrame = 0;
_animationState = 4;
*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
}
break;
case 9:
*animation = kModelAnimationSebastianScratchEarTalk;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianScratchEarTalk) - 1) {
_animationFrame = 0;
_animationState = 4;
*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
}
break;
case 10:
*animation = kModelAnimationSebastianAnnoyedTalk;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianAnnoyedTalk) - 1) {
_animationFrame = 0;
_animationState = 4;
*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
}
break;
case 11:
*animation = kModelAnimationSebastianWaitTalk;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationSebastianWaitTalk) - 1) {
_animationFrame = 0;
_animationState = 4;
*animation = kModelAnimationSebastianCalmHeadNodLeftTalk;
}
break;
default:
debugC(6, kDebugAnimation, "AIScriptSebastian::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptSebastian::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
if (_animationState > 11) {
_animationState = 0;
_animationFrame = 0;
} else {
_resumeIdleAfterFramesetCompletesFlag = true;
}
break;
case kAnimationModeWalk:
_animationState = 1;
_animationFrame = 0;
break;
case kAnimationModeTalk:
_animationState = 4;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 12:
_animationState = 5;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 13:
_animationState = 6;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 14:
_animationState = 7;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 15:
_animationState = 8;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 16:
_animationState = 9;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 17:
_animationState = 10;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 18:
_animationState = 11;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 20:
_animationState = 2;
_animationFrame = 0;
break;
case kAnimationModeDie:
_animationState = 3;
_animationFrame = 0;
break;
default:
debugC(6, kDebugAnimation, "AIScriptSebastian::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptSebastian::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptSebastian::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptSebastian::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptSebastian::FledCombat() {
// return false;
}
void AIScriptSebastian::dialogue() {
Dialogue_Menu_Clear_List();
if (Actor_Query_Friendliness_To_Other(kActorSebastian, kActorMcCoy) >= 45) {
DM_Add_To_List_Never_Repeat_Once_Selected(930, 5, 5, 5); // MORAJI AND CHEW
DM_Add_To_List_Never_Repeat_Once_Selected(940, -1, 5, 6); // EISENDULLER
DM_Add_To_List_Never_Repeat_Once_Selected(950, 5, 5, 5); // TYRELL
}
if (Actor_Clue_Query(kActorMcCoy, kClueAnsweringMachineMessage)) {
DM_Add_To_List_Never_Repeat_Once_Selected(960, 3, -1, 5); // TWINS
}
if (Actor_Clue_Query(kActorMcCoy, kClueAnsweringMachineMessage)
&& Actor_Clue_Query(kActorMcCoy, kClueEnvelope)
) {
DM_Add_To_List_Never_Repeat_Once_Selected(970, -1, 4, -1); // RUNCITER
}
DM_Add_To_List_Never_Repeat_Once_Selected(980, -1, -1, 7); // ROBBERS
DM_Add_To_List_Never_Repeat_Once_Selected(990, 7, 3, -1); // NEXUS-6
if (Dialogue_Menu_Query_List_Size()) {
// This condition clause for non-empty dialogue menu options before adding the DONE option
// only occurs in Sebastian's AI script.
// Probably because, selecting "DONE" here, McCoy has nothing to say
// so there's no point to add it as a "auto-selected" last option
// if no other options exist in the list
Dialogue_Menu_Add_DONE_To_List(1000); // DONE
Dialogue_Menu_Appear(320, 240);
int answer = Dialogue_Menu_Query_Input();
Dialogue_Menu_Disappear();
switch (answer) {
case 930: // MORAJI AND CHEW
Actor_Says(kActorMcCoy, 7075, 13);
Actor_Says(kActorSebastian, 290, 12);
Actor_Says(kActorSebastian, 300, 13);
break;
case 940: // EISENDULLER
Actor_Says(kActorMcCoy, 7080, 15);
Actor_Says(kActorSebastian, 310, 13);
Actor_Says(kActorSebastian, 320, 16);
Actor_Says(kActorSebastian, 340, 12);
Actor_Says(kActorMcCoy, 7120, 14);
Actor_Says(kActorSebastian, 350, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 7125, 13);
Actor_Says(kActorSebastian, 360, 17);
Actor_Says_With_Pause(kActorMcCoy, 7130, 1.0f, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 7135, 18);
break;
case 950: // TYRELL
Actor_Says(kActorMcCoy, 7085, 15);
Actor_Says_With_Pause(kActorSebastian, 370, 0.30f, 13);
Actor_Says_With_Pause(kActorSebastian, 380, 0.70f, 17);
Actor_Says(kActorSebastian, 390, 14);
if (Actor_Clue_Query(kActorMcCoy, kClueChessTable)) {
Actor_Says(kActorMcCoy, 7140, kAnimationModeTalk);
Actor_Says(kActorSebastian, 400, 12);
Actor_Says(kActorMcCoy, 7145, 16);
Actor_Says(kActorSebastian, 410, 13);
Actor_Says(kActorMcCoy, 7150, 17);
Actor_Says(kActorSebastian, 420, 13);
Actor_Says(kActorSebastian, 430, 14);
}
break;
case 960: // TWINS
Actor_Says(kActorMcCoy, 7090, 17);
Actor_Says(kActorSebastian, 440, 14);
Actor_Says(kActorSebastian, 450, 13);
Actor_Says(kActorMcCoy, 7155, 13);
Actor_Says(kActorSebastian, 460, 17);
Actor_Says(kActorSebastian, 470, 12);
Actor_Says(kActorSebastian, 480, 13);
Actor_Says(kActorMcCoy, 7160, 18);
Actor_Says(kActorSebastian, 490, 14);
Actor_Says(kActorMcCoy, 7165, 14);
setMcCoyIsABladeRunner();
break;
case 970: // RUNCITER
Actor_Says(kActorMcCoy, 7095, 13);
Actor_Says(kActorSebastian, 500, 15);
Actor_Says(kActorMcCoy, 7170, 17);
Actor_Says(kActorSebastian, 510, 12);
Actor_Says(kActorMcCoy, 7175, 18);
Actor_Says(kActorSebastian, 520, 14);
Actor_Says(kActorMcCoy, 7180, 12);
Actor_Says(kActorSebastian, 530, 13);
Actor_Says(kActorMcCoy, 7185, 12);
setMcCoyIsABladeRunner();
break;
case 980: // ROBBERS
Actor_Says(kActorMcCoy, 7100, 12);
Actor_Says(kActorSebastian, 540, 16);
Actor_Says(kActorMcCoy, 7195, 18);
Actor_Says(kActorSebastian, 720, 12);
break;
case 990: // NEXUS-6
Actor_Says(kActorMcCoy, 7105, 18);
setMcCoyIsABladeRunner();
break;
default:
break;
}
} else if (Actor_Query_Friendliness_To_Other(kActorSebastian, kActorMcCoy) >= 45) {
Actor_Says(kActorMcCoy, 7115, 13);
Actor_Says(kActorSebastian, 280, 14);
} else {
Actor_Says(kActorMcCoy, 7110, 15);
Actor_Says(kActorSebastian, 270, 16);
}
}
void AIScriptSebastian::setMcCoyIsABladeRunner() {
Actor_Clue_Acquire(kActorSebastian, kClueMcCoyIsABladeRunner, true, kActorMcCoy);
Actor_Modify_Friendliness_To_Other(kActorSebastian, kActorMcCoy, -5);
Actor_Says(kActorSebastian, 560, 15);
Actor_Says(kActorMcCoy, 7200, 14);
Actor_Says(kActorSebastian, 570, 16);
Actor_Says(kActorMcCoy, 7205, 17);
Actor_Says(kActorSebastian, 580, 13);
Actor_Says_With_Pause(kActorMcCoy, 7210, 1.0f, 16);
Actor_Says(kActorSebastian, 590, 12);
Actor_Says(kActorMcCoy, 7215, 19);
Actor_Says(kActorSebastian, 600, 14);
Actor_Says(kActorMcCoy, 7220, 13);
Actor_Says_With_Pause(kActorMcCoy, 7225, 0.80f, 14);
Actor_Says(kActorSebastian, 610, 15);
}
} // End of namespace BladeRunner