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scummvm-cursorfix/engines/bladerunner/script/ai/free_slot_a.cpp
2026-02-02 04:50:13 +01:00

898 lines
29 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"
//#include "common/debug.h"
namespace BladeRunner {
AIScriptFreeSlotA::AIScriptFreeSlotA(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_var1 = 0;
_var2 = 1;
_fallSpeed = 0.0f;
_fallHeightCurrent = 0.0f; // not initialized in original
_fallHeightTarget = 0.0f; // not initialized in original
}
void AIScriptFreeSlotA::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_var1 = 0;
_var2 = 1;
_fallSpeed = 0.0f;
_fallHeightCurrent = 0.0f; // not initialized in original
_fallHeightTarget = 0.0f; // not initialized in original
World_Waypoint_Set(525, kSetKP02, -780.0f, -615.49f, 2611.0f);
// TODO: A bug? world waypoint 526 is unused
World_Waypoint_Set(526, kSetKP02, -780.0f, -615.49f, 2759.0f);
}
bool AIScriptFreeSlotA::Update() {
switch (Global_Variable_Query(kVariableChapter)) {
case 4:
// Act 4
if (Actor_Query_Which_Set_In(kActorMcCoy) == kSetUG15
&& Actor_Query_Which_Set_In(kActorFreeSlotA) == kSetUG15
) {
int goal = Actor_Query_Goal_Number(kActorFreeSlotA);
if ((goal == kGoalFreeSlotAUG15RunToOtherSide
|| goal == kGoalFreeSlotAUG15RunBack)
&& Actor_Query_Inch_Distance_From_Actor(kActorFreeSlotA, kActorMcCoy) <= 48
) {
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAUG15Attack);
} else if (goal == kGoalFreeSlotAUG15Fall) {
float x, y, z;
Actor_Query_XYZ(kActorMcCoy, &x, &y, &z);
_fallHeightCurrent += _fallSpeed;
if (_fallHeightTarget < _fallHeightCurrent) {
_fallSpeed -= 0.2f;
} else {
_fallHeightCurrent = _fallHeightTarget;
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotADefault);
}
Actor_Set_At_XYZ(kActorFreeSlotA, x, _fallHeightCurrent, z, Actor_Query_Facing_1024(kActorFreeSlotA));
}
return true;
}
switch (Actor_Query_Goal_Number(kActorFreeSlotA)) {
case kGoalFreeSlotAWalkAround:
#if BLADERUNNER_ORIGINAL_BUGS
if (Actor_Query_Which_Set_In(kActorFreeSlotA) == Player_Query_Current_Set()
&& Actor_Query_Inch_Distance_From_Actor(kActorFreeSlotA, kActorMcCoy) <= 48
) {
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAAttackMcCoy);
}
#else
if (Actor_Query_Which_Set_In(kActorFreeSlotA) == Player_Query_Current_Set()
&& Actor_Query_Inch_Distance_From_Actor(kActorFreeSlotA, kActorMcCoy) <= 54
) {
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAAttackMcCoy);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
break;
case kGoalFreeSlotAAttackMcCoy:
if (Actor_Query_Which_Set_In(kActorFreeSlotA) != Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAWalkAround);
}
break;
case kGoalFreeSlotAGone:
if (Actor_Query_Which_Set_In(kActorFreeSlotA) != Player_Query_Current_Set()) {
Game_Flag_Reset(kFlagRatWalkingAround);
Game_Flag_Reset(kFlagUG15BridgeWillBreak);
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotADefault);
#else
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAGoneIntermediate);
#endif
}
break;
default:
if (!Game_Flag_Query(kFlagRatWalkingAround)) {
Game_Flag_Set(kFlagRatWalkingAround);
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAWalkAround);
Actor_Set_Targetable(kActorFreeSlotA, true);
}
}
return true;
case 5:
// Act 5
if (Actor_Query_Goal_Number(kActorFreeSlotA) < kGoalFreeSlotAAct5Default) {
AI_Movement_Track_Flush(kActorFreeSlotA);
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAAct5Default);
} else {
#if BLADERUNNER_ORIGINAL_BUGS
if (Actor_Query_Goal_Number(kActorFreeSlotA) == kGoalFreeSlotAAct5Prepare
&& Actor_Query_Which_Set_In(kActorMcCoy) == kSetKP02
) {
Actor_Set_Targetable(kActorFreeSlotA, true);
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAAct5KP02Attack);
}
#else
// copying the behavior of Rat B (kActorFreeSlotB) because it works without the bug
// Fixes the bug where the Rat A is killed in KP02 but when McCoy re-enters it is there alive
// in idle mode and non-target-able
if (Actor_Query_Goal_Number(kActorFreeSlotA) != kGoalFreeSlotAAct5Prepare
|| Actor_Query_Which_Set_In(kActorMcCoy) != kSetKP02
) {
if (Actor_Query_Goal_Number(kActorFreeSlotA) == kGoalFreeSlotAGone) {
if (Actor_Query_Which_Set_In(kActorFreeSlotA) != Player_Query_Current_Set()) {
Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotA);
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAAct5Default);
#else
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAGoneIntermediate);
#endif
return true;
}
}
return false;
}
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAAct5KP02Attack);
Actor_Set_Targetable(kActorFreeSlotA, true);
return true;
#endif // BLADERUNNER_ORIGINAL_BUGS
}
return true;
default:
return false;
}
}
void AIScriptFreeSlotA::TimerExpired(int timer) {
//return false;
}
void AIScriptFreeSlotA::CompletedMovementTrack() {
// debug("Rat A completed move with Goal: %d", Actor_Query_Goal_Number(kActorFreeSlotA));
switch (Actor_Query_Goal_Number(kActorFreeSlotA)) {
case kGoalFreeSlotAUG15WalkOut:
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAUG15RunToOtherSide);
break;
case kGoalFreeSlotAUG15RunToOtherSide:
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAUG15RunBack);
break;
case kGoalFreeSlotAUG15RunBack:
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAUG15Wait);
break;
case kGoalFreeSlotAWalkAround:
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAWalkAroundRestart);
break;
case kGoalFreeSlotAWalkAroundRestart:
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAWalkAround);
break;
case kGoalFreeSlotAAct5Default:
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAAct5Prepare);
break;
case kGoalFreeSlotAAct5KP02Attack:
Non_Player_Actor_Combat_Mode_On(kActorFreeSlotA, kActorCombatStateIdle, false, kActorMcCoy, 8, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, 0, 100, 5, 300, false);
break;
default:
return; //false;
}
return; //true;
}
void AIScriptFreeSlotA::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptFreeSlotA::ClickedByPlayer() {
if (Actor_Query_Goal_Number(kActorFreeSlotA) == kGoalFreeSlotAGone) {
Actor_Face_Actor(kActorMcCoy, kActorFreeSlotA, true);
if (_vm->_cutContent && !Game_Flag_Query(kFlagMcCoyCommentsOnHoodooRats)) {
Game_Flag_Set(kFlagMcCoyCommentsOnHoodooRats);
// Note: Quote 1060 mentions "Hoodoo Rats". Quote 1070 is *boop* in ENG version.
// However, quote 1070 is similar to 1060 quote in FRA, DEU, ESP and ITA versions
// with the only difference being not mentioning the "Hoodoo Rats" name.
// It uses a generic "rats" in its place.
// For those four languages one of the two quotes will play (random chance 50%)
if ((_vm->_language == Common::DE_DEU
|| _vm->_language == Common::ES_ESP
|| _vm->_language == Common::FR_FRA
|| _vm->_language == Common::IT_ITA)
&& (Random_Query(1, 2) == 1)) {
Actor_Voice_Over(1070, kActorVoiceOver); // "rats"
} else {
Actor_Voice_Over(1060, kActorVoiceOver); // "Hoodoo rats"
}
Actor_Voice_Over(1080, kActorVoiceOver);
Actor_Voice_Over(1090, kActorVoiceOver);
} else {
if (Random_Query(1, 2) == 1) {
Actor_Says(kActorMcCoy, 8655, 16);
} else {
Actor_Says(kActorMcCoy, 8665, 16);
}
}
}
//return false;
}
void AIScriptFreeSlotA::EnteredSet(int setId) {
// return false;
}
void AIScriptFreeSlotA::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptFreeSlotA::OtherAgentExitedThisSet(int otherActorId) {
#if !BLADERUNNER_ORIGINAL_BUGS
if (otherActorId == kActorMcCoy && Actor_Query_Goal_Number(kActorFreeSlotA) == kGoalFreeSlotAGone) {
if (Global_Variable_Query(kVariableChapter) == 4) {
Game_Flag_Reset(kFlagRatWalkingAround);
Game_Flag_Reset(kFlagUG15BridgeWillBreak);
} else if (Global_Variable_Query(kVariableChapter) == 5) {
Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotA);
}
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAGoneIntermediate);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
// return false;
}
void AIScriptFreeSlotA::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptFreeSlotA::ShotAtAndMissed() {
if (Actor_Query_In_Set(kActorFreeSlotA, kSetUG15)) {
checkIfOnBridge();
}
}
bool AIScriptFreeSlotA::ShotAtAndHit() {
if (Actor_Query_In_Set(kActorFreeSlotA, kSetUG15)) {
checkIfOnBridge();
// This goal "kGoalFreeSlotAUG15Die" circumvents the proper process
// a proper combat with the rat and it dying when its health reaches <= 0
// ie. being "retired".
// Thus, since the rat never actually 'dies' from being shot,
// its Actor::retire() is not called in this case (UG15 bridge rat),
// and so its bounding box is not affected. Thus, the rat corpse remains clickable.
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAUG15Die);
return true;
}
return false;
}
void AIScriptFreeSlotA::Retired(int byActorId) {
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAGone);
}
int AIScriptFreeSlotA::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptFreeSlotA::GoalChanged(int currentGoalNumber, int newGoalNumber) {
// debug("Rat A goal changed from %d to: %d", currentGoalNumber, newGoalNumber);
switch (newGoalNumber) {
case kGoalFreeSlotAUG15Wait:
AI_Movement_Track_Flush(kActorFreeSlotA);
Actor_Change_Animation_Mode(kActorFreeSlotA, kAnimationModeIdle);
Actor_Set_Targetable(kActorFreeSlotA, false);
break;
case kGoalFreeSlotAUG15WalkOut:
// kSetUG15
Actor_Force_Stop_Walking(kActorMcCoy);
AI_Movement_Track_Flush(kActorFreeSlotA);
World_Waypoint_Set(444, kSetUG15, -48.75f, 44.66f, 87.57f);
AI_Movement_Track_Append(kActorFreeSlotA, 444, 1);
AI_Movement_Track_Repeat(kActorFreeSlotA);
break;
case kGoalFreeSlotAUG15RunToOtherSide:
// kSetUG15
AI_Movement_Track_Flush(kActorFreeSlotA);
World_Waypoint_Set(444, kSetUG15, -237.0f, 48.07f, 208.0f);
AI_Movement_Track_Append(kActorFreeSlotA, 444, 1);
AI_Movement_Track_Repeat(kActorFreeSlotA);
Actor_Set_Targetable(kActorFreeSlotA, true);
break;
case kGoalFreeSlotAUG15RunBack:
// kSetUG15
AI_Movement_Track_Flush(kActorFreeSlotA);
World_Waypoint_Set(444, kSetUG15, 3.52f, 52.28f, 90.68f);
AI_Movement_Track_Append(kActorFreeSlotA, 444, 0);
AI_Movement_Track_Repeat(kActorFreeSlotA);
break;
case kGoalFreeSlotAUG15Attack:
Player_Loses_Control();
Actor_Force_Stop_Walking(kActorMcCoy);
AI_Movement_Track_Flush(kActorFreeSlotA);
Actor_Face_Actor(kActorFreeSlotA, kActorMcCoy, true);
Actor_Change_Animation_Mode(kActorFreeSlotA, kAnimationModeCombatAttack);
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
break;
case kGoalFreeSlotAUG15Die:
AI_Movement_Track_Flush(kActorFreeSlotA);
Actor_Set_Targetable(kActorFreeSlotA, false);
Game_Flag_Set(kFlagUG15RatShot);
_animationState = 7;
_animationFrame = 0;
break;
case kGoalFreeSlotAWalkAround:
AI_Movement_Track_Flush(kActorFreeSlotA);
goToRandomUGxx();
AI_Movement_Track_Repeat(kActorFreeSlotA);
break;
case kGoalFreeSlotAWalkAroundRestart:
// kSetFreeSlotG
AI_Movement_Track_Flush(kActorFreeSlotA);
AI_Movement_Track_Append(kActorFreeSlotA, 39, 1);
AI_Movement_Track_Repeat(kActorFreeSlotA);
break;
case kGoalFreeSlotAAttackMcCoy:
Actor_Set_Targetable(kActorFreeSlotA, true);
Non_Player_Actor_Combat_Mode_On(kActorFreeSlotA, kActorCombatStateIdle, false, kActorMcCoy, 8, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 25, 0, 75, 5, 300, false);
break;
case kGoalFreeSlotAUG15Fall:
Actor_Force_Stop_Walking(kActorFreeSlotA);
AI_Movement_Track_Flush(kActorFreeSlotA);
_fallHeightCurrent = 52.46f;
_fallSpeed = -4.0f;
_fallHeightTarget = -10.0f;
if (_animationState != 7
&& _animationState != 8
) {
_animationState = 7;
_animationFrame = 0;
}
break;
case kGoalFreeSlotAUG15Prepare:
AI_Movement_Track_Flush(kActorFreeSlotA);
Actor_Put_In_Set(kActorFreeSlotA, kSetUG15);
Actor_Set_At_XYZ(kActorFreeSlotA, 3.52f, 52.28f, 90.68f, 700);
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAUG15Wait);
break;
case kGoalFreeSlotAAct5Default:
// kSetFreeSlotG
AI_Movement_Track_Append(kActorFreeSlotA, 39, 0);
AI_Movement_Track_Repeat(kActorFreeSlotA);
break;
case kGoalFreeSlotAAct5KP02Attack:
// kSetKP02
AI_Movement_Track_Flush(kActorFreeSlotA);
AI_Movement_Track_Append(kActorFreeSlotA, 525, 0);
AI_Movement_Track_Repeat(kActorFreeSlotA);
break;
#if BLADERUNNER_ORIGINAL_BUGS
#else
case kGoalFreeSlotAGoneIntermediate:
Actor_Set_Health(kActorFreeSlotA, 20, 20);
if (Global_Variable_Query(kVariableChapter) == 4) {
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotADefault);
} else if (Global_Variable_Query(kVariableChapter) == 5) {
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAAct5Default);
}
break;
#endif
case kGoalFreeSlotAGone:
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Set_Health(kActorFreeSlotA, 20, 20);
#endif
// A bug? What does this friendliness affect?
Actor_Set_Friendliness_To_Other(kActorFreeSlotA, kActorMcCoy, 40);
break;
default:
return false;
}
return true;
}
bool AIScriptFreeSlotA::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
*animation = kModelAnimationRatIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationRatIdle)) {
_animationFrame = 0;
}
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