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

1674 lines
56 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 {
AIScriptOfficerGrayford::AIScriptOfficerGrayford(BladeRunnerEngine *vm) : AIScriptBase(vm) {
// _varChooseIdleAnimation can have valid values: 0, 1, 2
_varChooseIdleAnimation = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
_varNumOfTimesToHoldCurrentFrame = 0;
}
void AIScriptOfficerGrayford::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_varChooseIdleAnimation = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
_varNumOfTimesToHoldCurrentFrame = 0;
Actor_Put_In_Set(kActorOfficerGrayford, kSetFreeSlotG);
Actor_Set_At_Waypoint(kActorOfficerGrayford, 39, 0); // kSetFreeSlotG
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordDefault);
}
bool AIScriptOfficerGrayford::Update() {
if (Global_Variable_Query(kVariableChapter) == 4
&& Actor_Query_Goal_Number(kActorOfficerGrayford) < kGoalOfficerGrayfordStartOfAct4) {
AI_Movement_Track_Flush(kActorOfficerGrayford);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordStartOfAct4);
return false;
}
if (Global_Variable_Query(kVariableChapter) == 5
&& Actor_Query_Goal_Number(kActorOfficerGrayford) < kGoalOfficerGrayfordStartOfAct5
) {
AI_Movement_Track_Flush(kActorOfficerGrayford);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordStartOfAct5);
return false;
}
if (!Game_Flag_Query(kFlagMcCoyInDNARow)
&& Actor_Query_Goal_Number(kActorOfficerGrayford) > kGoalOfficerGrayfordArrivedAtDR04
&& Actor_Query_Goal_Number(kActorOfficerGrayford) < kGoalOfficerGrayfordLeavesWithMorajiCorpseDR04
) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordLeavesWithMorajiCorpseDR04);
return false;
}
if (Actor_Query_Goal_Number(kActorOfficerGrayford) == kGoalOfficerGrayfordDefault) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordWalksInPS03a);
return false;
}
if (Actor_Query_Goal_Number(kActorOfficerGrayford) == kGoalOfficerGrayfordPrepareToRestartWalkAround) {
AI_Movement_Track_Flush(kActorOfficerGrayford);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordDefault);
return false;
}
if (Actor_Query_Goal_Number(kActorOfficerGrayford) == kGoalOfficerGrayfordArrivedAtDR04) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordTalkToMcCoyAndReportAtDR04);
return false;
}
if (Game_Flag_Query(kFlagUnpauseGenWalkers)) {
AI_Movement_Track_Unpause(kActorGenwalkerA);
AI_Movement_Track_Unpause(kActorGenwalkerB);
AI_Movement_Track_Unpause(kActorGenwalkerC);
return false;
}
if (Actor_Query_Goal_Number(kActorOfficerGrayford) == kGoalOfficerGrayfordAttackMcCoyAct4
&& Actor_Query_Which_Set_In(kActorOfficerGrayford) != Player_Query_Current_Set()
) {
Non_Player_Actor_Combat_Mode_Off(kActorOfficerGrayford);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordHuntingAroundAct4);
return false;
}
if (Actor_Query_Goal_Number(kActorOfficerGrayford) == kGoalOfficerGrayfordDead
&& Actor_Query_Which_Set_In(kActorOfficerGrayford) != Player_Query_Current_Set()
) {
// dead officer gets revived and re-used
Actor_Set_Health(kActorOfficerGrayford, 50, 50);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordHuntingAroundAct4);
return false;
}
if (Actor_Query_Goal_Number(kActorOfficerGrayford) == kGoalOfficerGrayfordHuntingAroundAct4) {
switch (Actor_Query_Which_Set_In(kActorOfficerGrayford)) {
case kSetRC03:
if (Actor_Query_Which_Set_In(kActorOfficerGrayford) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateIdle, true, kActorMcCoy, 18, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetUG01:
if (Actor_Query_Which_Set_In(kActorOfficerGrayford) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateIdle, true, kActorMcCoy, 11, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetUG04:
// fall through
case kSetUG05:
// fall through
case kSetUG06:
if (Actor_Query_Which_Set_In(kActorOfficerGrayford) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateIdle, true, kActorMcCoy, 10, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
// TODO missing UG07 case - would be a type 10 combat, 12 flee?
case kSetUG08:
if (Actor_Query_Which_Set_In(kActorOfficerGrayford) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateIdle, true, kActorMcCoy, 13, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
// TODO missing UG09 case - would be a type ?? //
case kSetUG10:
if (Actor_Query_Which_Set_In(kActorOfficerGrayford) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateIdle, true, kActorMcCoy, 14, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetUG12:
if (Actor_Query_Which_Set_In(kActorOfficerGrayford) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateIdle, true, kActorMcCoy, 16, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetUG14:
if (Actor_Query_Which_Set_In(kActorOfficerGrayford) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateIdle, true, kActorMcCoy, 17, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetMA07:
if (Actor_Query_Which_Set_In(kActorOfficerGrayford) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateIdle, true, kActorMcCoy, 7, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetNR01:
if (Actor_Query_Which_Set_In(kActorOfficerGrayford) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateIdle, true, kActorMcCoy, 3, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetDR01_DR02_DR04:
if (Actor_Query_Which_Set_In(kActorOfficerGrayford) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateIdle, true, kActorMcCoy, 0, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetBB01:
if (Actor_Query_Which_Set_In(kActorOfficerGrayford) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateIdle, true, kActorMcCoy, 1, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetCT11:
if (Actor_Query_Which_Set_In(kActorOfficerGrayford) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateIdle, true, kActorMcCoy, 5, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
}
return false;
}
return false;
}
void AIScriptOfficerGrayford::TimerExpired(int timer) {
if (timer == kActorTimerAIScriptCustomTask2) {
AI_Countdown_Timer_Reset(kActorOfficerGrayford, kActorTimerAIScriptCustomTask2);
if (Actor_Query_Goal_Number(kActorOfficerGrayford) == kGoalOfficerGrayfordPatrolsAtDR04a) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordPatrolsAtDR04b);
} else if (Actor_Query_Goal_Number(kActorOfficerGrayford) == kGoalOfficerGrayfordPatrolsAtDR04b) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordPatrolsAtDR04a);
}
}
}
void AIScriptOfficerGrayford::CompletedMovementTrack() {
switch (Actor_Query_Goal_Number(kActorOfficerGrayford)) {
case kGoalOfficerGrayfordWalksInPS03a:
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordWalksInPS03b);
break;
case kGoalOfficerGrayfordWalksInPS03b:
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordWalksInPS03c);
break;
case kGoalOfficerGrayfordWalksInPS03c:
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordWalksInPS03d);
break;
case kGoalOfficerGrayfordWalksInPS03d:
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordWalksInFreeSlotC);
break;
case kGoalOfficerGrayfordWalksInFreeSlotC:
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordWalksInPS09a);
break;
case kGoalOfficerGrayfordWalksInPS09a:
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordWalksInPS09b);
break;
case kGoalOfficerGrayfordWalksInPS09b:
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordWalksInPS09c);
break;
case kGoalOfficerGrayfordWalksInPS09c:
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordWalksInPS03e);
break;
case kGoalOfficerGrayfordWalksInPS03e:
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordPrepareToRestartWalkAround);
break;
case kGoalOfficerGrayfordPatrolsAtDR04a:
// fall through
case kGoalOfficerGrayfordPatrolsAtDR04b:
if (Random_Query(0, 2)) {
Actor_Change_Animation_Mode(kActorOfficerGrayford, 43);
} else {
AI_Countdown_Timer_Reset(kActorOfficerGrayford, kActorTimerAIScriptCustomTask2);
AI_Countdown_Timer_Start(kActorOfficerGrayford, kActorTimerAIScriptCustomTask2, Random_Query(6, 12));
}
Actor_Face_Waypoint(kActorOfficerGrayford, 97, true); // kSetDR01_DR02_DR04
// return false;
break;
case kGoalOfficerGrayfordHuntingAroundAct4:
// debug("Grayford completed Movement");
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordPrepareToHuntAroundAct4);
break;
case kGoalOfficerGrayfordBlockingUG07:
// UG07 before McCoy visits his apartment in Act 4
Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateIdle, true, kActorMcCoy, 12, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, -1, -1, 15, 300, false);
break;
case kGoalOfficerGrayfordArrestsMcCoyAct4CT12:
Actor_Change_Animation_Mode(kActorOfficerGrayford, kAnimationModeCombatIdle);
Actor_Face_Actor(kActorOfficerGrayford, kActorMcCoy, true);
break;
}
// return true;
}
void AIScriptOfficerGrayford::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptOfficerGrayford::ClickedByPlayer() {
switch (Actor_Query_Goal_Number(kActorOfficerGrayford)) {
case kGoalOfficerGrayfordWalksInPS03a:
AI_Movement_Track_Flush(kActorOfficerGrayford);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordStopAndTalk1);
Actor_Face_Actor(kActorMcCoy, kActorOfficerGrayford, true);
Actor_Face_Actor(kActorOfficerGrayford, kActorMcCoy, true);
if (Random_Query(1, 2) == 1) {
Actor_Says(kActorMcCoy, 5075, 14);
} else {
Actor_Says(kActorMcCoy, 4515, 13);
Actor_Says(kActorOfficerGrayford, 230, 13);
}
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordWalksInPS03a);
break;
case kGoalOfficerGrayfordWalksInPS03b:
AI_Movement_Track_Flush(kActorOfficerGrayford);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordStopAndTalk1);
Actor_Face_Actor(kActorMcCoy, kActorOfficerGrayford, true);
Actor_Face_Actor(kActorOfficerGrayford, kActorMcCoy, true);
if (Random_Query(1, 2) == 1) {
Actor_Says(kActorMcCoy, 5075, 14);
} else {
Actor_Says(kActorMcCoy, 4515, 13);
Actor_Says(kActorOfficerGrayford, 330, 13);
}
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordWalksInPS03b);
break;
case kGoalOfficerGrayfordWalksInPS03c:
AI_Movement_Track_Flush(kActorOfficerGrayford);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordStopAndTalk1);
Actor_Face_Actor(kActorMcCoy, kActorOfficerGrayford, true);
Actor_Face_Actor(kActorOfficerGrayford, kActorMcCoy, true);
// TODO: Bug in the original? Both branches are identical
// The code is indeed like this in the original
// The duplication might indicated intend of different quotes by McCoy
// based on the coin flip, just like the other cases that use "coin flip"/
#if 0
if (Random_Query(1, 2) == 1) {
Actor_Says(kActorMcCoy, 5075, 14); // Hey, pal.
} else {
#endif
Actor_Says(kActorMcCoy, 5075, 14); // Hey, pal.
//}
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordWalksInPS03c);
break;
case kGoalOfficerGrayfordWalksInPS03d:
AI_Movement_Track_Flush(kActorOfficerGrayford);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordStopAndTalk1);
Actor_Face_Actor(kActorMcCoy, kActorOfficerGrayford, true);
Actor_Face_Actor(kActorOfficerGrayford, kActorMcCoy, true);
if (Random_Query(1, 2) == 1) {
Actor_Says(kActorMcCoy, 5075, 14);
Actor_Says(kActorOfficerGrayford, 160, 13);
} else {
Actor_Says(kActorMcCoy, 4515, 13);
Actor_Says(kActorOfficerGrayford, 330, 13);
}
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordWalksInPS03d);
break;
case kGoalOfficerGrayfordWalksInPS09b:
AI_Movement_Track_Flush(kActorOfficerGrayford);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordStopAndTalk1);
Actor_Face_Actor(kActorMcCoy, kActorOfficerGrayford, true);
Actor_Says(kActorMcCoy, 4515, 14);
Actor_Says(kActorOfficerGrayford, 330, 13);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordWalksInPS09b);
break;
// TODO goals 6 and 9?
case kGoalOfficerGrayfordWalksInPS09c:
AI_Movement_Track_Flush(kActorOfficerGrayford);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordStopAndTalk1);
Actor_Face_Actor(kActorMcCoy, kActorOfficerGrayford, true);
Actor_Face_Actor(kActorOfficerGrayford, kActorMcCoy, true);
Actor_Says(kActorMcCoy, 5075, 13);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordWalksInPS09c);
break;
case kGoalOfficerGrayfordPatrolsAtDR04a:
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordStopAndTalkDR04);
Actor_Face_Actor(kActorMcCoy, kActorOfficerGrayford, true);
Actor_Says(kActorMcCoy, 1005, kAnimationModeTalk); // Don't miss anything.
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Countdown_Timer_Reset(kActorOfficerGrayford, kActorTimerAIScriptCustomTask2);
if (_animationState == 35 || _animationState == 34) {
_animationState = 37;
_animationFrame = 0;
}
Actor_Face_Actor(kActorOfficerGrayford, kActorMcCoy, true);
Actor_Says(kActorOfficerGrayford, 190, 19);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordPatrolsAtDR04a);
break;
case kGoalOfficerGrayfordPatrolsAtDR04b:
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordStopAndTalkDR04);
Actor_Face_Actor(kActorMcCoy, kActorOfficerGrayford, true);
Actor_Says(kActorMcCoy, 1005, kAnimationModeTalk); // Don't miss anything.
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Countdown_Timer_Reset(kActorOfficerGrayford, kActorTimerAIScriptCustomTask2);
if (_animationState == 35 || _animationState == 34) {
_animationState = 37;
_animationFrame = 0;
}
Actor_Face_Actor(kActorOfficerGrayford, kActorMcCoy, true);
Actor_Says(kActorOfficerGrayford, 190, 19);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordPatrolsAtDR04b);
break;
default:
return; //false;
// break; // redundant
}
return; //true;
}
void AIScriptOfficerGrayford::EnteredSet(int setId) {
// return false;
}
void AIScriptOfficerGrayford::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptOfficerGrayford::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptOfficerGrayford::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptOfficerGrayford::ShotAtAndMissed() {
// return false;
}
bool AIScriptOfficerGrayford::ShotAtAndHit() {
// Grayford is invincible while blocking the UG07 (before McCoy visits his apartment in Act 4)
if (Actor_Query_Goal_Number(kActorOfficerGrayford) == kGoalOfficerGrayfordBlockingUG07) {
Actor_Set_Health(kActorOfficerGrayford, 50, 50);
}
return false;
}
void AIScriptOfficerGrayford::Retired(int byActorId) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordDead);
Game_Flag_Set(kFlagMcCoyRetiredHuman);
}
int AIScriptOfficerGrayford::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptOfficerGrayford::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case kGoalOfficerGrayfordWalksInPS03a:
// kSetPS03
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Movement_Track_Append(kActorOfficerGrayford, 82, Random_Query(5, 20));
AI_Movement_Track_Repeat(kActorOfficerGrayford);
return true;
case kGoalOfficerGrayfordWalksInPS03b:
// kSetPS03
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Movement_Track_Append(kActorOfficerGrayford, 76, Random_Query(10, 20));
AI_Movement_Track_Repeat(kActorOfficerGrayford);
return true;
case kGoalOfficerGrayfordWalksInPS03c:
// kSetPS03
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Movement_Track_Append(kActorOfficerGrayford, 77, Random_Query(5, 15));
AI_Movement_Track_Repeat(kActorOfficerGrayford);
return true;
case kGoalOfficerGrayfordWalksInPS03d:
// kSetPS03
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Movement_Track_Append(kActorOfficerGrayford, 78, Random_Query(5, 15));
AI_Movement_Track_Repeat(kActorOfficerGrayford);
return true;
case kGoalOfficerGrayfordWalksInFreeSlotC:
// kSetFreeSlotC
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
return true;
case kGoalOfficerGrayfordWalksInPS09a:
// kSetPS09
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Movement_Track_Append(kActorOfficerGrayford, 79, Random_Query(5, 15));
AI_Movement_Track_Repeat(kActorOfficerGrayford);
return true;
case kGoalOfficerGrayfordWalksInPS09b:
// kSetPS09
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Movement_Track_Append(kActorOfficerGrayford, 80, 1);
AI_Movement_Track_Repeat(kActorOfficerGrayford);
return true;
case kGoalOfficerGrayfordWalksInPS09c:
// kSetPS09
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Movement_Track_Append(kActorOfficerGrayford, 81, Random_Query(5, 15));
AI_Movement_Track_Repeat(kActorOfficerGrayford);
return true;
case kGoalOfficerGrayfordWalksInPS03e:
// kSetPS03
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Movement_Track_Append(kActorOfficerGrayford, 82, Random_Query(5, 15));
AI_Movement_Track_Repeat(kActorOfficerGrayford);
return true;
case kGoalOfficerGrayfordArrivesToDR04:
// kSetDR01_DR02_DR04
Player_Loses_Control();
AI_Movement_Track_Flush(kActorOfficerGrayford);
Actor_Put_In_Set(kActorOfficerGrayford, kSetDR01_DR02_DR04);
Actor_Set_At_Waypoint(kActorOfficerGrayford, 110, 0);
Actor_Face_Actor(kActorMcCoy, kActorOfficerGrayford, true);
Loop_Actor_Walk_To_Waypoint(kActorOfficerGrayford, 111, 0, false, true);
_animationState = 23;
_animationFrame = kActorMcCoy;
Actor_Face_Actor(kActorOfficerGrayford, kActorMcCoy, true);
Actor_Face_Actor(kActorMcCoy, kActorOfficerGrayford, true);
if (Game_Flag_Query(kFlagDR04McCoyShotMoraji)) {
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyArrested);
} else {
Actor_Says(kActorMcCoy, 960, 15);
Actor_Says(kActorMcCoy, 965, 18);
_animationState = 24;
}
return true;
case kGoalOfficerGrayfordArrivedAtDR04:
return true;
case kGoalOfficerGrayfordTalkToMcCoyAndReportAtDR04:
// kSetDR01_DR02_DR04
Actor_Says(kActorOfficerGrayford, 120, 19);
Actor_Says_With_Pause(kActorMcCoy, 970, 0.2f, 13); // Got a dead man here. Victim of an explosion.
Actor_Says(kActorMcCoy, 975, 12); // TODO - a bug? McCoy may not know Moraji's name here(?)
if (Actor_Clue_Query(kActorMcCoy, kClueMorajiInterview) == 1) {
Actor_Says(kActorMcCoy, 980, 16);
Actor_Says_With_Pause(kActorOfficerGrayford, 130, 0.1f, 13);
Actor_Says(kActorMcCoy, 985, 14);
Actor_Says_With_Pause(kActorMcCoy, 990, 0.0f, 17);
Actor_Says_With_Pause(kActorOfficerGrayford, 140, 1.0f, 16);
Actor_Says_With_Pause(kActorOfficerGrayford, 150, 0.0f, 17);
Actor_Says(kActorOfficerGrayford, 160, 15);
Actor_Says_With_Pause(kActorMcCoy, 995, 0.3f, 14);
}
Player_Gains_Control();
if (Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiDead) {
Actor_Face_Actor(kActorOfficerGrayford, kActorMoraji, true);
} else {
Actor_Face_Waypoint(kActorOfficerGrayford, 97, true);
}
Actor_Change_Animation_Mode(kActorOfficerGrayford, 43);
if (Player_Query_Current_Scene() == kSceneDR04) {
Actor_Says(kActorOfficerGrayford, 170, kAnimationModeTalk); // This is 32, Sector 3. Reporting a homicide. Possible act of terrorism.
}
return true;
case kGoalOfficerGrayfordPatrolsAtDR04a:
// kSetDR01_DR02_DR04
AI_Countdown_Timer_Reset(kActorOfficerGrayford, kActorTimerAIScriptCustomTask2);
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Movement_Track_Append(kActorOfficerGrayford, 112, 0);
AI_Movement_Track_Repeat(kActorOfficerGrayford);
return true;
case kGoalOfficerGrayfordPatrolsAtDR04b:
// kSetDR01_DR02_DR04
AI_Countdown_Timer_Reset(kActorOfficerGrayford, kActorTimerAIScriptCustomTask2);
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Movement_Track_Append(kActorOfficerGrayford, 113, 0);
AI_Movement_Track_Repeat(kActorOfficerGrayford);
return true;
case kGoalOfficerGrayfordStopPatrolToTalkToMcCoyAtDR04:
Actor_Face_Actor(kActorMcCoy, kActorOfficerGrayford, true);
Actor_Says(kActorMcCoy, 1000, 14); // You got a sheet or something...?
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Countdown_Timer_Reset(kActorOfficerGrayford, kActorTimerAIScriptCustomTask2);
if (_animationState == 35
|| _animationState == 34
) {
_animationState = 37;
_animationFrame = 0;
}
Actor_Face_Actor(kActorOfficerGrayford, kActorMcCoy, true);
Actor_Says(kActorOfficerGrayford, 180, 18);
Actor_Set_Goal_Number(kActorOfficerGrayford, currentGoalNumber);
return true; // possible bugfix: was break;
case kGoalOfficerGrayfordLeavesWithMorajiCorpseDR04:
// kSetFreeSlotC
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 0); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
AI_Movement_Track_Flush(kActorMoraji);
AI_Movement_Track_Append(kActorMoraji, 41, 0); // kSetFreeSlotI
AI_Movement_Track_Repeat(kActorMoraji);
return true;
case kGoalOfficerGrayfordStartOfAct4:
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordHuntingAroundAct4);
return true;
case kGoalOfficerGrayfordHuntingAroundAct4:
// debug("Flushing Grayford movement track");
AI_Movement_Track_Flush(kActorOfficerGrayford);
switch (Random_Query(1, 10)) {
case 1:
// kSetNR01
// debug("gray 1 kSetNR01");
AI_Movement_Track_Append(kActorOfficerGrayford, 398, 15);
AI_Movement_Track_Append(kActorOfficerGrayford, 399, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 400, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 401, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerGrayford, 402, 3, 276);
AI_Movement_Track_Append(kActorOfficerGrayford, 403, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 404, 15);
AI_Movement_Track_Repeat(kActorOfficerGrayford);
//Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordHuntingAroundAct4); // redundant
return true;
case 2:
// kSetCT11
// debug("gray 2 kSetCT11");
AI_Movement_Track_Append(kActorOfficerGrayford, 385, 10);
AI_Movement_Track_Append(kActorOfficerGrayford, 242, 2);
AI_Movement_Track_Append(kActorOfficerGrayford, 386, 2);
AI_Movement_Track_Append(kActorOfficerGrayford, 387, 15);
AI_Movement_Track_Repeat(kActorOfficerGrayford);
//Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordHuntingAroundAct4); // redundant
return true;
case 3:
// kSetDR01_DR02_DR04
// debug("gray 3 kSetDR01_DR02_DR04");
AI_Movement_Track_Append(kActorOfficerGrayford, 390, 10);
AI_Movement_Track_Append(kActorOfficerGrayford, 391, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 392, 5);
AI_Movement_Track_Append(kActorOfficerGrayford, 345, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 393, 15);
AI_Movement_Track_Repeat(kActorOfficerGrayford);
//Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordHuntingAroundAct4); // redundant
return true;
case 4:
// kSetRC03 -> kSetFreeSlotC
// debug("gray 4 kSetRC03 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 381, 15);
AI_Movement_Track_Append(kActorOfficerGrayford, 382, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 383, 15);
AI_Movement_Track_Append(kActorOfficerGrayford, 382, 3);
AI_Movement_Track_Append(kActorOfficerGrayford, 384, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
//Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordHuntingAroundAct4); // redundant
return true;
case 5:
// kSetBB01 -> kSetFreeSlotC
// debug("gray 5 kSetBB01 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 388, 10);
AI_Movement_Track_Append(kActorOfficerGrayford, 389, 10);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
//Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordHuntingAroundAct4); // redundant
return true;
case 6:
// kSetCT11 - identical to case 2
// debug("gray 6 kSetCT11");
AI_Movement_Track_Append(kActorOfficerGrayford, 385, 10);
AI_Movement_Track_Append(kActorOfficerGrayford, 242, 2);
AI_Movement_Track_Append(kActorOfficerGrayford, 386, 2);
AI_Movement_Track_Append(kActorOfficerGrayford, 387, 15);
AI_Movement_Track_Repeat(kActorOfficerGrayford);
//Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordHuntingAroundAct4); // redundant
return true;
#if BLADERUNNER_ORIGINAL_BUGS
// Gaff is waiting at MA07 and he will trigger a non-interactive dialogue with McCoy.
// When the police officer is there as well he will kill McCoy because player cannot control him.
case 7:
// kSetMA07 -> kSetFreeSlotC
AI_Movement_Track_Append(kActorOfficerGrayford, 394, 15);
AI_Movement_Track_Append(kActorOfficerGrayford, 395, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 396, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 397, 15);
AI_Movement_Track_Append(kActorOfficerGrayford, 396, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 395, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 430, 15);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
//Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordHuntingAroundAct4); // redundant
return true;
#else
case 7:
// debug("gray 7 MA07 changed to kSetFreeSlotC");
// just put him away for a few seconds
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
return true;
#endif // BLADERUNNER_ORIGINAL_BUGS
case 8:
switch (Random_Query(1, 7)) {
case 1:
// kSetUG10 -> kSetFreeSlotC
// debug("gray 8-1 kSetUG10 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 302, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 407, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 408, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
break;
case 2:
// kSetUG14
// debug("gray 8-2 kSetUG14");
AI_Movement_Track_Append(kActorOfficerGrayford, 536, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 537, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 538, 5);
AI_Movement_Track_Append(kActorOfficerGrayford, 537, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 536, 0);
AI_Movement_Track_Repeat(kActorOfficerGrayford);
break;
case 3:
// kSetUG04 -> kSetFreeSlotC
// debug("gray 8-3 kSetUG04 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 296, 10);
AI_Movement_Track_Append(kActorOfficerGrayford, 409, 2);
AI_Movement_Track_Append(kActorOfficerGrayford, 296, 10);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
break;
case 4:
// kSetUG05 -> kSetFreeSlotC
// debug("gray 8-4 kSetUG05 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 411, 10);
AI_Movement_Track_Append(kActorOfficerGrayford, 412, 5);
AI_Movement_Track_Append(kActorOfficerGrayford, 411, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
break;
case 5:
#if BLADERUNNER_ORIGINAL_BUGS
// kSetUG06 -> kSetFreeSlotC
// debug("gray 8-5 kSetUG06 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 413, 10);
AI_Movement_Track_Append(kActorOfficerGrayford, 414, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerGrayford, 431, 0, 1017);
AI_Movement_Track_Append(kActorOfficerGrayford, 432, 10);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
break;
#else
// Don't allow police officers to shoot McCoy while he is
// disabled reciting his monologue at start of Act 4
if (Game_Flag_Query(kFlagUG06Chapter4Started)) {
// kSetUG06 -> kSetFreeSlotC
// debug("gray 8-5 kSetUG06 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 413, 10);
AI_Movement_Track_Append(kActorOfficerGrayford, 414, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerGrayford, 431, 0, 1017);
AI_Movement_Track_Append(kActorOfficerGrayford, 432, 10);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
break;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
// fall through
case 6:
// kSetUG07 -> kSetFreeSlotC
#if BLADERUNNER_ORIGINAL_BUGS
// debug("gray 8-6 kSetUG07 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 415, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerGrayford, 416, 0, 620);
AI_Movement_Track_Append(kActorOfficerGrayford, 417, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 418, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
break;
#else
// Don't put police in UG07 after the UG18 Guzza scene
// since Clovis may be there too and that does not work well
if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
// kSetUG07 -> kSetFreeSlotC
// debug("gray 8-6 kSetUG07 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 415, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerGrayford, 416, 0, 620);
AI_Movement_Track_Append(kActorOfficerGrayford, 417, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 418, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
break;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
// fall through
case 7:
// kSetUG01 -> kSetFreeSlotC
// debug("gray 8-7 kSetUG01 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 405, 10);
AI_Movement_Track_Append(kActorOfficerGrayford, 406, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
return false;
}
#if !BLADERUNNER_ORIGINAL_BUGS
// does it matter if false or true? case 9 and 10 return false
return false;
#endif // BLADERUNNER_ORIGINAL_BUGS
// bug in the game - there should be nothing track related after AI_Movement_Track_Repeat
// fall through
case 9:
if (Random_Query(0, 1)) {
// kSetUG09 -> kSetFreeSlotC
// debug("gray 9-1 kSetUG09 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 433, 10);
AI_Movement_Track_Append(kActorOfficerGrayford, 434, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 435, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
} else {
// kSetUG08 -> kSetFreeSlotC
// debug("gray 9-0 kSetUG08 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 420, 10);
AI_Movement_Track_Append(kActorOfficerGrayford, 422, 2);
AI_Movement_Track_Append(kActorOfficerGrayford, 421, 1);
AI_Movement_Track_Append_With_Facing(kActorOfficerGrayford, 422, 4, 182);
AI_Movement_Track_Append(kActorOfficerGrayford, 420, 10);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
#if BLADERUNNER_ORIGINAL_BUGS
// bug in the game? Same code bellow looks like a case 10 and are from set 84 whereas upper one are from set 81
AI_Movement_Track_Append(kActorOfficerGrayford, 310, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 307, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 309, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 310, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
#endif
}
return false;
case 10:
// kSetUG12 -> kSetFreeSlotC
// debug("gray 10 kSetUG12 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 310, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 307, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 309, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 310, 0);
AI_Movement_Track_Append(kActorOfficerGrayford, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerGrayford);
return false;
}
return false;
case kGoalOfficerGrayfordPrepareToHuntAroundAct4:
// aux goal in order to immediately switch back to kGoalOfficerGrayfordHuntingAroundAct4 goal
// and run GoalChanged() for kGoalOfficerGrayfordHuntingAroundAct4 again
// debug("Setting Grayford goal to kGoalOfficerGrayfordHuntingAroundAct4");
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordHuntingAroundAct4);
return true;
case kGoalOfficerGrayfordBlockingUG07:
// kSetUG07
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Movement_Track_Append_With_Facing(kActorOfficerGrayford, 419, 0, 512);
AI_Movement_Track_Repeat(kActorOfficerGrayford);
return true;
case kGoalOfficerGrayfordArrestsMcCoyAct4CT12:
// kSetCT01_CT12
// never triggered in original game
AI_Movement_Track_Flush(kActorOfficerGrayford);
AI_Movement_Track_Append_Run(kActorOfficerGrayford, 440, 0);
AI_Movement_Track_Append_Run(kActorOfficerGrayford, 441, 0);
AI_Movement_Track_Repeat(kActorOfficerGrayford);
return true;
case kGoalOfficerGrayfordArrestMcCoyInTB03Act4:
// kSetTB02_TB03
AI_Movement_Track_Flush(kActorOfficerGrayford);
Actor_Put_In_Set(kActorOfficerGrayford, kSetTB02_TB03);
Actor_Set_At_XYZ(kActorOfficerGrayford, -173.89f, 0.0f, 2084.22f, 859);
Actor_Change_Animation_Mode(kActorOfficerGrayford, kAnimationModeCombatIdle);
return true;
case kGoalOfficerGrayfordDead:
#if BLADERUNNER_ORIGINAL_BUGS
_animationState = 32;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordShotDead) - 1;
#else
// The original code sets Grayford flat "dead" immediately when he is "retired"
// His full death animation will not play, only the last frame.
// This is useful for Act5, where he should lie dying down (underground railway UG05),
// but looks bad in Act4 if McCoy shoots a Grayford cop hunting him
if (Game_Flag_Query(kFlagHF07Hole)
&& Actor_Query_In_Set(kActorOfficerGrayford, kSetUG05)) {
_animationState = 32;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordShotDead) - 1;
return true;
}
return false;
#endif
}
return false;
}
bool AIScriptOfficerGrayford::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
if (_varChooseIdleAnimation == 0) {
*animation = kModelAnimationOfficerGrayfordOscillateIdle;
}
if (_varChooseIdleAnimation == 1) {
*animation = kModelAnimationOfficerGrayfordLookAroundDownwardsIdle;
}
if (_varChooseIdleAnimation == 2) {
*animation = kModelAnimationOfficerGrayfordLookAroundSidewaysIdle;
}
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_varChooseIdleAnimation = 0;
if (!Random_Query(0, 1)) {
_varChooseIdleAnimation = Random_Query(1, 2);
}
}
break;
case 1:
*animation = kModelAnimationOfficerGrayfordWalking;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordWalking)) {
_animationFrame = 0;
}
break;
case 2:
*animation = kModelAnimationOfficerGrayfordRunning;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordRunning)) {
_animationFrame = 0;
}
break;
case 5:
*animation = kModelAnimationOfficerGrayfordCombatRunning;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordCombatRunning)) {
_animationFrame = 0;
}
break;
case 6:
*animation = kModelAnimationOfficerGrayfordCombatWalking;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordCombatWalking)) {
_animationFrame = 0;
}
break;
case 9:
if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
*animation = kModelAnimationOfficerGrayfordOscillateIdle;
_animationState = 0;
_varChooseIdleAnimation = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
} else {
*animation = kModelAnimationOfficerGrayfordCalmExplainTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordCalmExplainTalk)) {
_animationFrame = 0;
_animationState = Random_Query(9, 11);
}
}
break;
case 10:
*animation = kModelAnimationOfficerGrayfordCalmRightHandMoveTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordCalmRightHandMoveTalk)) {
_animationFrame = 0;
_animationState = 9;
*animation = kModelAnimationOfficerGrayfordCalmExplainTalk;
}
break;
case 11:
*animation = kModelAnimationOfficerGrayfordScratchHeadTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordScratchHeadTalk)) {
_animationFrame = 0;
_animationState = 9;
*animation = kModelAnimationOfficerGrayfordCalmExplainTalk;
}
break;
case 12:
*animation = kModelAnimationOfficerGrayfordQuickHandMoveTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordQuickHandMoveTalk)) {
_animationFrame = 0;
_animationState = 9;
*animation = kModelAnimationOfficerGrayfordCalmExplainTalk;
}
break;
case 13:
*animation = kModelAnimationOfficerGrayfordSevereTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordSevereTalk)) {
_animationFrame = 0;
_animationState = 9;
*animation = kModelAnimationOfficerGrayfordCalmExplainTalk;
}
break;
case 14:
*animation = kModelAnimationOfficerGrayfordMockTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordMockTalk)) {
_animationFrame = 0;
_animationState = 9;
*animation = kModelAnimationOfficerGrayfordCalmExplainTalk;
}
break;
case 15:
*animation = kModelAnimationOfficerGrayfordPointingTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordPointingTalk)) {
_animationFrame = 0;
_animationState = 9;
*animation = kModelAnimationOfficerGrayfordCalmExplainTalk;
}
break;
case 16:
*animation = kModelAnimationOfficerGrayfordQuestionTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordQuestionTalk)) {
_animationFrame = 0;
_animationState = 9;
*animation = kModelAnimationOfficerGrayfordCalmExplainTalk;
}
break;
case 17:
*animation = kModelAnimationOfficerGrayfordDismissTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordDismissTalk)) {
_animationFrame = 0;
_animationState = 9;
*animation = kModelAnimationOfficerGrayfordCalmExplainTalk;
}
break;
case 18:
// fall through
case 19:
*animation = kModelAnimationOfficerGrayfordCombatIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordCombatIdle)) {
_animationFrame = 0;
}
break;
case 20:
*animation = kModelAnimationOfficerGrayfordCombatUnholsterGun;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordCombatUnholsterGun)) {
_animationFrame = 0;
_animationState = 19;
}
break;
case 21:
*animation = kModelAnimationOfficerGrayfordCombatHolsterGun;
++_animationFrame;
if (_animationFrame == 11) {
Ambient_Sounds_Play_Sound(kSfxHOLSTER1, 25, 0, 0, 25);
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
*animation = kModelAnimationOfficerGrayfordOscillateIdle;
_animationFrame = 0;
_animationState = 0;
_varChooseIdleAnimation = 0;
if (Actor_Query_Goal_Number(kActorOfficerGrayford) == kGoalOfficerGrayfordArrivesToDR04) {
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordArrivedAtDR04);
}
}
break;
case 22:
*animation = kModelAnimationOfficerGrayfordCombatFireGun;
++_animationFrame;
if (_animationFrame == 3) {
int snd;
if (Random_Query(1, 2) == 1) {
snd = 9010;
} else {
snd = 9015;
}
Sound_Play_Speech_Line(kActorOfficerGrayford, snd, 75, 0, 99);
}
if (_animationFrame == 5) {
Actor_Combat_AI_Hit_Attempt(kActorOfficerGrayford);
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordCombatFireGun)) {
_animationState = 19;
_animationFrame = 0;
Actor_Change_Animation_Mode(kActorOfficerGrayford, kAnimationModeCombatIdle);
}
break;
case 23:
*animation = kModelAnimationOfficerGrayfordCombatFireGun;
if (_animationFrame < 2) {
++_animationFrame;
}
break;
case 24:
*animation = kModelAnimationOfficerGrayfordCombatFireGun;
--_animationFrame;
if (_animationFrame < 0) {
_animationFrame = 0;
_animationState = 21;
*animation = kModelAnimationOfficerGrayfordCombatHolsterGun;
}
break;
case 27:
*animation = kModelAnimationOfficerGrayfordCombatGotHitRight;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordCombatGotHitRight) - 1) {
_animationFrame = 0;
_animationState = 19;
*animation = kModelAnimationOfficerGrayfordOscillateIdle;
Actor_Change_Animation_Mode(kActorOfficerGrayford, kAnimationModeCombatIdle);
}
break;
case 28:
*animation = kModelAnimationOfficerGrayfordCombatGotHitLeft;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordCombatGotHitLeft) - 1) {
_animationFrame = 0;
_animationState = 19;
*animation = kModelAnimationOfficerGrayfordOscillateIdle;
Actor_Change_Animation_Mode(kActorOfficerGrayford, kAnimationModeCombatIdle);
}
break;
case 29:
*animation = kModelAnimationOfficerGrayfordGotHitFront;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordGotHitFront) - 1) {
*animation = kModelAnimationOfficerGrayfordCombatIdle;
_animationFrame = 0;
_animationState = 0;
Actor_Change_Animation_Mode(kActorOfficerGrayford, 0);
}
break;
case 30:
*animation = kModelAnimationOfficerGrayfordGotHitBack;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordGotHitBack) - 1) {
*animation = kModelAnimationOfficerGrayfordCombatIdle;
_animationFrame = 0;
_animationState = 0;
Actor_Change_Animation_Mode(kActorOfficerGrayford, 0);
}
break;
case 31:
*animation = kModelAnimationOfficerGrayfordCombatShotDead;
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordCombatShotDead) - 1) {
++_animationFrame;
}
break;
case 32:
*animation = kModelAnimationOfficerGrayfordShotDead;
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordShotDead) - 1) {
++_animationFrame;
}
break;
case 34:
*animation = kModelAnimationOfficerGrayfordTalkToAndLowerRadio;
if (_varNumOfTimesToHoldCurrentFrame > 0) {
--_varNumOfTimesToHoldCurrentFrame;
} else {
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordTalkToAndLowerRadio)) {
if (Random_Query(0, 1)) {
*animation = kModelAnimationOfficerGrayfordPutAwayRadioInPocket;
_animationState = 37;
} else {
*animation = kModelAnimationOfficerGrayfordPlaceRadioToEar;
_animationState = 35;
}
_animationFrame = 0;
} else {
if (_animationFrame == 12) {
_varNumOfTimesToHoldCurrentFrame = Random_Query(5, 18);
}
}
}
break;
case 35:
*animation = kModelAnimationOfficerGrayfordPlaceRadioToEar;
if (_varNumOfTimesToHoldCurrentFrame > 0) {
--_varNumOfTimesToHoldCurrentFrame;
} else {
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordPlaceRadioToEar)) {
if (Random_Query(0, 1)) {
*animation = kModelAnimationOfficerGrayfordPutAwayRadioInPocket;
_animationState = 37;
} else {
*animation = kModelAnimationOfficerGrayfordTalkToAndLowerRadio;
_animationState = 34;
}
_animationFrame = 0;
} else {
if (_animationFrame == 10) {
_varNumOfTimesToHoldCurrentFrame = Random_Query(5, 18);
}
}
}
break;
case 36:
*animation = kModelAnimationOfficerGrayfordTakeOutRadioFromPocket;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordTakeOutRadioFromPocket)) {
_animationFrame = 0;
_animationState = 34;
*animation = kModelAnimationOfficerGrayfordTalkToAndLowerRadio;
}
break;
case 37:
*animation = kModelAnimationOfficerGrayfordPutAwayRadioInPocket;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerGrayfordPutAwayRadioInPocket)) {
*animation = kModelAnimationOfficerGrayfordOscillateIdle;
_animationState = 0;
_animationFrame = 0;
switch (Actor_Query_Goal_Number(kActorOfficerGrayford)) {
case kGoalOfficerGrayfordTalkToMcCoyAndReportAtDR04:
// fall through
case kGoalOfficerGrayfordPatrolsAtDR04a:
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordPatrolsAtDR04b);
break;
case kGoalOfficerGrayfordPatrolsAtDR04b:
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordPatrolsAtDR04a);
break;
}
}
break;
default:
// Dummy placeholder, kModelAnimationZubenWalking (399) is a Zuben animation
*animation = kModelAnimationZubenWalking;
debugC(6, kDebugAnimation, "AIScriptOfficerGrayford::UpdateAnimation() - Current _animationState (%d) is a placeholder", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptOfficerGrayford::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
switch (_animationState) {
case 9:
// fall through
case 10:
// fall through
case 11:
// fall through
case 12:
// fall through
case 13:
// fall through
case 14:
// fall through
case 15:
// fall through
case 16:
// fall through
case 17:
_resumeIdleAfterFramesetCompletesFlag = true;
break;
case 18:
{
int tmp = _animationFrame;
Actor_Change_Animation_Mode(kActorOfficerGrayford, kAnimationModeCombatIdle);
_animationFrame = tmp;
_animationState = 19;
break;
}
case 19:
_animationState = 21;
_animationFrame = 0;
break;
case 20:
// fall through
case 21:
// fall through
case 34:
// fall through
case 35:
// fall through
case 36:
// fall through
case 37:
return true;
default:
_animationState = 0;
_animationFrame = 0;
break;
}
break;
case kAnimationModeWalk:
if (Actor_Query_Goal_Number(kActorOfficerGrayford) == kGoalOfficerGrayfordArrivesToDR04) {
_animationState = 6;
_animationFrame = 0;
} else if (_animationState != 1) {
_animationState = 1;
_animationFrame = 0;
}
break;
case kAnimationModeRun:
if (Actor_Query_Goal_Number(kActorOfficerGrayford) == kGoalOfficerGrayfordArrivesToDR04) {
_animationState = 5;
_animationFrame = 0;
} else if (_animationState != 2) {
_animationState = 2;
_animationFrame = 0;
}
break;
case kAnimationModeTalk:
if (_animationState != 36 && _animationState != 34) {
_animationState = 9;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
}
break;
case kAnimationModeCombatIdle:
switch (_animationState) {
case 5:
// fall through
case 6:
// fall through
case 7:
// fall through
case 8:
_animationState = 19;
_animationFrame = 0;
break;
case 19:
// fall through
case 20:
// fall through
case 22:
// fall through
case 24:
return true;
case 23:
_animationState = 24;
_animationFrame = 0;
break;
default:
_animationState = 20;
_animationFrame = 0;
}
break;
case kAnimationModeCombatAim:
_animationState = 23;
_animationFrame = 0;
break;
case kAnimationModeCombatAttack:
_animationFrame = 0;
_animationState = 22;
break;
case kAnimationModeCombatWalk:
_animationState = 6;
_animationFrame = 0;
break;
case kAnimationModeCombatRun:
_animationState = 5;
_animationFrame = 0;
break;
case 12:
_animationState = 10;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 13:
_animationState = 11;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 14:
_animationState = 12;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 15:
_animationState = 13;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 16:
_animationState = 14;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 17:
_animationState = 15;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 18:
_animationState = 16;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 19:
_animationState = 17;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case kAnimationModeHit:
switch (_animationState) {
case 19:
// fall through
case 20:
// fall through
case 22:
// fall through
case 23:
// fall through
case 24:
// fall through
case 25:
// fall through
case 26:
if (Random_Query(0, 1)) {
_animationState = 27;
} else {
_animationState = 28;
}
_animationFrame = 0;
break;
case 21:
if (Random_Query(0, 1)) {
_animationState = 29;
} else {
_animationState = 30;
}
_animationFrame = 0;
break;
}
break;
case kAnimationModeCombatHit:
if (Random_Query(0, 1)) {
_animationState = 27;
} else {
_animationState = 28;
}
_animationFrame = 0;
break;
case 43:
_animationState = 36;
_animationFrame = 0;
break;
case kAnimationModeWalkUp:
_animationState = 3;
_animationFrame = 0;
break;
case kAnimationModeWalkDown:
_animationState = 4;
_animationFrame = 0;
break;
case kAnimationModeCombatWalkUp:
_animationState = 7;
_animationFrame = 0;
break;
case kAnimationModeCombatWalkDown:
_animationState = 7;
_animationFrame = 0;
break;
case kAnimationModeDie:
#if BLADERUNNER_ORIGINAL_BUGS
switch (_animationState) {
case 0:
// fall through
case 1:
// fall through
case 2:
// fall through
case 3:
// fall through
case 4:
// fall through
case 7:
_animationState = 20;
_animationFrame = 0;
break;
case 5:
// fall through
case 6:
return true;
default:
_animationState = 32;
_animationFrame = 0;
break;
}
#else
switch (_animationState) {
case 5:
// fall through
case 6:
// fall through
case 18:
// fall through
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 27:
// fall through
case 28:
// fall through
case 29:
// fall through
case 30:
// For all the states using combat animation (incl. holster/unholster gun)
_animationState = 31; // combat shot dead
_animationFrame = 0;
break;
default:
_animationState = 32; // shot dead
_animationFrame = 0;
break;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
break;
case 58:
_animationState = 18;
_animationFrame = 0;
break;
default:
debugC(6, kDebugAnimation, "AIScriptOfficerGrayford::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptOfficerGrayford::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptOfficerGrayford::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptOfficerGrayford::ReachedMovementTrackWaypoint(int waypointId) {
// debug("Grayford reached waypoint: %d", waypointId);
return true;
}
void AIScriptOfficerGrayford::FledCombat() {
// return false;
}
} // End of namespace BladeRunner