scummvm/engines/bladerunner/script/ai/bullet_bob.cpp
2024-05-13 09:47:29 +03:00

596 lines
18 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "bladerunner/script/ai_script.h"
namespace BladeRunner {
AIScriptBulletBob::AIScriptBulletBob(BladeRunnerEngine *vm) : AIScriptBase(vm) {
// _varChooseIdleAnimation can have valid values: 0, 1
_varChooseIdleAnimation = 0;
_var2 = 6;
_var3 = 1;
_varNumOfTimesToHoldCurrentFrame = 0;
}
void AIScriptBulletBob::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_varChooseIdleAnimation = 0;
_var2 = 6;
_var3 = 1;
_varNumOfTimesToHoldCurrentFrame = 0;
Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobDefault);
Actor_Set_Targetable(kActorBulletBob, true);
}
bool AIScriptBulletBob::Update() {
if (Game_Flag_Query(kFlagRC04McCoyShotBob)
&& Actor_Query_Goal_Number(kActorBulletBob) != kGoalBulletBobDead
) {
Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobDead);
}
if ( Player_Query_Combat_Mode()
&& Player_Query_Current_Scene() == kSceneRC04
&& !Game_Flag_Query(kFlagRC04McCoyCombatMode)
&& Global_Variable_Query(kVariableChapter) < 4
) {
AI_Countdown_Timer_Reset(kActorBulletBob, kActorTimerAIScriptCustomTask2);
AI_Countdown_Timer_Start(kActorBulletBob, kActorTimerAIScriptCustomTask2, 10);
Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobWarningMcCoy);
Actor_Modify_Friendliness_To_Other(kActorBulletBob, kActorMcCoy, -15);
Game_Flag_Set(kFlagRC04McCoyCombatMode);
} else if ( Actor_Query_Goal_Number(kActorBulletBob) == kGoalBulletBobWarningMcCoy
&& !Player_Query_Combat_Mode()
) {
AI_Countdown_Timer_Reset(kActorBulletBob, kActorTimerAIScriptCustomTask2);
Game_Flag_Reset(kFlagRC04McCoyCombatMode);
Game_Flag_Set(kFlagRC04McCoyWarned);
Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobDefault);
}
if ( Actor_Query_Goal_Number(kActorBulletBob) == kGoalBulletBobShootMcCoy
&& !Game_Flag_Query(kFlagRC04BobShootMcCoy)
&& _animationState == 0
) {
Actor_Face_Heading(kActorBulletBob, 208, false);
_animationFrame = 0;
_animationState = 2;
Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobWillShotMcCoy);
Game_Flag_Set(kFlagRC04BobShootMcCoy);
return true;
}
if (Game_Flag_Query(kFlagRC04McCoyWarned)
&& Player_Query_Combat_Mode()
&& Actor_Query_Goal_Number(kActorBulletBob) != kGoalBulletBobDead
) {
Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobShootMcCoy);
return true;
}
return false;
}
void AIScriptBulletBob::TimerExpired(int timer) {
if (timer == kActorTimerAIScriptCustomTask2
&& Actor_Query_Goal_Number(kActorBulletBob) == kGoalBulletBobWarningMcCoy
) {
Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobShootMcCoy);
AI_Countdown_Timer_Reset(kActorBulletBob, kActorTimerAIScriptCustomTask2);
return; //true;
}
return; //false;
}
void AIScriptBulletBob::CompletedMovementTrack() {
//return false;
}
void AIScriptBulletBob::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptBulletBob::ClickedByPlayer() {
//return false;
}
void AIScriptBulletBob::EnteredSet(int setId) {
// return false;
}
void AIScriptBulletBob::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptBulletBob::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptBulletBob::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptBulletBob::ShotAtAndMissed() {
// return false;
}
bool AIScriptBulletBob::ShotAtAndHit() {
Global_Variable_Increment(kVariableBobShot, 1);
if (Global_Variable_Query(kVariableBobShot) > 0) {
Actor_Set_Targetable(kActorBulletBob, false);
Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobGone);
_animationFrame = 0;
_animationState = 3;
Ambient_Sounds_Play_Speech_Sound(kActorGordo, 9000, 100, 0, 0, 0); // not a typo, it's really from Gordo
Actor_Face_Heading(kActorBulletBob, 281, false);
}
return false;
}
void AIScriptBulletBob::Retired(int byActorId) {
// return false;
}
int AIScriptBulletBob::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptBulletBob::GoalChanged(int currentGoalNumber, int newGoalNumber) {
if (newGoalNumber == kGoalBulletBobDefault
&& Game_Flag_Query(kFlagRC04McCoyWarned)
&& Player_Query_Current_Scene() == kSceneRC04
) {
Actor_Says(kActorBulletBob, 140, 16);
return true;
}
if ( newGoalNumber == kGoalBulletBobWarningMcCoy
&& !Game_Flag_Query(kFlagRC04McCoyWarned)
&& Player_Query_Current_Scene() == kSceneRC04
) {
Actor_Says(kActorBulletBob, 120, 37);
Actor_Says(kActorMcCoy, 4915, 13);
return true;
}
if ( newGoalNumber == kGoalBulletBobDead
&& !Actor_Clue_Query(kActorMcCoy, kClueVKBobGorskyReplicant)
) {
Delay(2000);
Actor_Voice_Over(2100, kActorVoiceOver);
Actor_Voice_Over(2110, kActorVoiceOver);
Actor_Voice_Over(2120, kActorVoiceOver);
Actor_Voice_Over(2130, kActorVoiceOver);
return true;
}
if (newGoalNumber == kGoalBulletBobShotMcCoy) {
Scene_Exits_Disable();
Actor_Force_Stop_Walking(kActorMcCoy);
Ambient_Sounds_Play_Speech_Sound(kActorMcCoy, 9900, 100, 0, 0, 0);
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
Actor_Retired_Here(kActorMcCoy, 6, 6, true, -1);
Scene_Exits_Enable();
return true;
}
return false;
}
bool AIScriptBulletBob::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
if (_varChooseIdleAnimation == 1) {
#if BLADERUNNER_ORIGINAL_BUGS
// TODO a bug? Why use kModelAnimationBulletBobSittingHeadMoveDownThink (516) here
// and leave kModelAnimationBulletBobSittingHeadMoveAround (515) unused?
// Also below kModelAnimationBulletBobSittingHeadMoveAround (515) is used
// in Slice_Animation_Query_Number_Of_Frames(),
// even though the count of frames is identical in both 515 and 516 framesets
*animation = kModelAnimationBulletBobSittingHeadMoveDownThink;
#else
*animation = kModelAnimationBulletBobSittingHeadMoveAround;
#endif
if (_varNumOfTimesToHoldCurrentFrame > 0) {
--_varNumOfTimesToHoldCurrentFrame;
} else {
if (++_animationFrame == 6) {
_varNumOfTimesToHoldCurrentFrame = Random_Query(4, 8);
}
if (_animationFrame == 11) {
_varNumOfTimesToHoldCurrentFrame = Random_Query(2, 6);
}
// frames in frameset kModelAnimationBulletBobSittingHeadMoveAround (515): 16
// frames in frameset kModelAnimationBulletBobSittingHeadMoveDownThink (kModelAnimationBulletBobSittingHeadMoveDownThink): 16
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingHeadMoveAround)) {
_animationFrame = 0;
_varChooseIdleAnimation = 0;
_var3 = 2 * Random_Query(0, 1) - 1;
_var2 = Random_Query(3, 7);
_varNumOfTimesToHoldCurrentFrame = Random_Query(0, 4);
}
}
} else if (_varChooseIdleAnimation == 0) {
*animation = kModelAnimationBulletBobSittingIdle;
if (_varNumOfTimesToHoldCurrentFrame > 0) {
--_varNumOfTimesToHoldCurrentFrame;
} else {
_animationFrame += _var3;
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingIdle) - 1;
} else if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingIdle)) {
_animationFrame = 0;
}
if (!--_var2) {
_var3 = 2 * Random_Query(0, 1) - 1;
_var2 = Random_Query(3, 7);
_varNumOfTimesToHoldCurrentFrame = Random_Query(0, 4);
}
if (_animationFrame == 0) {
_varChooseIdleAnimation = Random_Query(0, 1);
}
}
}
break;
case 1:
*animation = kModelAnimationBulletBobSittingCombatIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingCombatIdle)) {
_animationFrame = 0;
}
break;
case 2:
*animation = kModelAnimationBulletBobSittingCombatFiresGun;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingCombatFiresGun)) {
_animationFrame = 0;
_animationState = 1;
*animation = kModelAnimationBulletBobSittingCombatIdle;
}
if (_animationFrame == 10) {
Sound_Play(kSfxSHOTCOK1, 75, 0, 0, 50);
}
if (_animationFrame == 5) {
Sound_Play(kSfxSHOTGUN1, 90, 0, 0, 50);
Actor_Set_Goal_Number(kActorBulletBob, kGoalBulletBobShotMcCoy);
}
break;
case 3:
*animation = kModelAnimationBulletBobSittingCombatShotDead;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingCombatShotDead) - 1) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingCombatShotDead) - 1;
_animationState = 16;
Game_Flag_Set(kFlagRC04McCoyShotBob);
}
break;
case 4:
break;
case 5:
*animation = kModelAnimationBulletBobSittingThumbsUp;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingThumbsUp)) {
*animation = kModelAnimationBulletBobSittingIdle;
_animationFrame = 0;
_animationState = 0;
}
break;
case 6:
*animation = kModelAnimationBulletBobSittingCalmTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingCalmTalk)) {
_animationFrame = 0;
}
break;
case 7:
*animation = kModelAnimationBulletBobSittingDismissiveTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingDismissiveTalk)) {
_animationFrame = 0;
_animationState = 6;
*animation = kModelAnimationBulletBobSittingCalmTalk;
}
break;
case 8:
*animation = kModelAnimationBulletBobSittingSuggestTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingSuggestTalk)) {
_animationFrame = 0;
_animationState = 6;
*animation = kModelAnimationBulletBobSittingCalmTalk;
}
break;
case 9:
*animation = kModelAnimationBulletBobSittingQuickSuggestTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingQuickSuggestTalk)) {
_animationFrame = 0;
_animationState = 6;
*animation = kModelAnimationBulletBobSittingCalmTalk;
}
break;
case 10:
*animation = kModelAnimationBulletBobSittingExplainTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingExplainTalk)) {
_animationFrame = 0;
_animationState = 6;
*animation = kModelAnimationBulletBobSittingCalmTalk;
}
break;
case 11:
*animation = kModelAnimationBulletBobSittingGossipTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingGossipTalk)) {
_animationFrame = 0;
_animationState = 6;
*animation = kModelAnimationBulletBobSittingCalmTalk;
}
break;
case 12:
*animation = kModelAnimationBulletBobSittingHeadNodLeftTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingHeadNodLeftTalk)) {
_animationFrame = 0;
_animationState = 6;
*animation = kModelAnimationBulletBobSittingCalmTalk;
}
break;
case 13:
*animation = kModelAnimationBulletBobSittingPersistentTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingPersistentTalk)) {
_animationFrame = 0;
_animationState = 6;
*animation = kModelAnimationBulletBobSittingCalmTalk;
}
break;
case 14:
*animation = kModelAnimationBulletBobSittingCombatRetrievesGun;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingCombatRetrievesGun)) {
_animationFrame = 0;
_animationState = 1;
*animation = kModelAnimationBulletBobSittingCombatIdle;
}
break;
case 15:
if (_varChooseIdleAnimation == 1) {
*animation = kModelAnimationBulletBobSittingHeadMoveDownThink;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingHeadMoveDownThink)) {
_animationFrame += 2;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingHeadMoveDownThink)) {
_animationFrame = 0;
*animation = _animationNext;
_animationState = _animationStateNext;
}
} else {
_animationFrame -= 2;
if (_animationFrame <= 0) {
_animationFrame = 0;
*animation = _animationNext;
_animationState = _animationStateNext;
}
}
} else if (_varChooseIdleAnimation == 0) {
*animation = kModelAnimationBulletBobSittingIdle;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingIdle)) {
_animationFrame += 2;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingIdle)) {
_animationFrame = 0;
*animation = _animationNext;
_animationState = _animationStateNext;
}
} else {
_animationFrame -= 2;
if (_animationFrame <= 0) {
_animationFrame = 0;
*animation = _animationNext;
_animationState = _animationStateNext;
}
}
}
break;
case 16:
*animation = kModelAnimationBulletBobSittingCombatShotDead;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingCombatShotDead) - 1;
break;
default:
debugC(6, kDebugAnimation, "AIScriptBulletBob::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptBulletBob::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
if (_animationState > 4 || _animationState) {
// TODO "|| _animationState" part of the clause does not make sense (makes the first part redundant). A bug?
_animationState = 0;
_animationFrame = 0;
}
break;
case kAnimationModeTalk:
// fall through
case 9:
// fall through
case 30:
if (_animationState < 6 || _animationState > 13) {
_animationState = 15;
_animationStateNext = 6;
_animationNext = kModelAnimationBulletBobSittingCalmTalk;
}
break;
case kAnimationModeCombatIdle:
if (_animationState <= 4 && _animationState == 0) {
_animationState = 14;
_animationFrame = 0;
}
break;
case kAnimationModeCombatAttack:
_animationState = 2;
_animationFrame = 0;
break;
case 10:
// fall through
case 31:
if (_animationState < 6 || _animationState > 13) {
_animationState = 15;
_animationStateNext = 7;
_animationNext = kModelAnimationBulletBobSittingDismissiveTalk;
}
break;
case 11:
// fall through
case 33:
if (_animationState < 6 || _animationState > 13) {
_animationState = 15;
_animationStateNext = 9;
_animationNext = kModelAnimationBulletBobSittingQuickSuggestTalk;
}
break;
case kAnimationModeHit:
// fall through
case kAnimationModeCombatHit:
_animationState = 3;
_animationFrame = 0;
break;
case 23:
_animationState = 5;
_animationFrame = 0;
break;
case 32:
if (_animationState < 6 || _animationState > 13) {
_animationState = 15;
_animationStateNext = 8;
_animationNext = kModelAnimationBulletBobSittingSuggestTalk;
}
break;
case 34:
if (_animationState < 6 || _animationState > 13) {
_animationState = 15;
_animationStateNext = 10;
_animationNext = kModelAnimationBulletBobSittingExplainTalk;
}
break;
case 35:
if (_animationState < 6 || _animationState > 13) {
_animationState = 15;
_animationStateNext = 11;
_animationNext = kModelAnimationBulletBobSittingGossipTalk;
}
break;
case 36:
if (_animationState < 6 || _animationState > 13) {
_animationState = 15;
_animationStateNext = 12;
_animationNext = kModelAnimationBulletBobSittingHeadNodLeftTalk;
}
break;
case 37:
if (_animationState < 6 || _animationState > 13) {
_animationState = 15;
_animationStateNext = 13;
_animationNext = kModelAnimationBulletBobSittingPersistentTalk;
}
break;
case kAnimationModeDie:
_animationState = 4;
_animationFrame = 0;
break;
case 88:
_animationState = 16;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobSittingCombatShotDead) - 1;
break;
default:
_animationState = 0;
_animationFrame = 0;
debugC(6, kDebugAnimation, "AIScriptBulletBob::ChangeAnimationMode(%d) - Target mode is treated as default, state and frame are set to 0", mode);
break;
}
return true;
}
void AIScriptBulletBob::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptBulletBob::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptBulletBob::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptBulletBob::FledCombat() {
// return false;
}
} // End of namespace BladeRunner