scummvm/engines/bladerunner/script/ai/gaff.cpp
2023-07-05 14:57:58 +03:00

514 lines
15 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "bladerunner/script/ai_script.h"
namespace BladeRunner {
AIScriptGaff::AIScriptGaff(BladeRunnerEngine *vm) : AIScriptBase(vm) {
}
void AIScriptGaff::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
Actor_Put_In_Set(kActorGaff, kSetFreeSlotC);
Actor_Set_Goal_Number(kActorGaff, kGoalGaffDefault);
//return false;
}
bool AIScriptGaff::Update() {
if ( Global_Variable_Query(kVariableChapter) == 2
&& !Game_Flag_Query(kFlagGaffChapter2Started)
) {
Actor_Set_Goal_Number(kActorGaff, kGoalGaffStartWalkingAround);
Game_Flag_Set(kFlagGaffChapter2Started);
return true;
}
if (Global_Variable_Query(kVariableChapter) == 4
&& Actor_Query_Goal_Number(kActorGaff) < kGoalGaffStartChapter4
) {
Actor_Set_Goal_Number(kActorGaff, kGoalGaffStartChapter4);
}
return false;
}
void AIScriptGaff::TimerExpired(int timer) {
if (timer == kActorTimerAIScriptCustomTask0) {
AI_Countdown_Timer_Reset(kActorGaff, kActorTimerAIScriptCustomTask0);
Actor_Set_Goal_Number(kActorGaff, kGoalGaffMA07TalkToMcCoy);
}
//return false;
}
void AIScriptGaff::CompletedMovementTrack() {
if (Actor_Query_Goal_Number(kActorGaff) == kGoalGaffMA01ApproachMcCoy) {
Actor_Face_Actor(kActorGaff, kActorMcCoy, true);
Actor_Says(kActorGaff, 0, kAnimationModeTalk);
Loop_Actor_Walk_To_Actor(kActorMcCoy, kActorGaff, 36, false, true);
Actor_Face_Actor(kActorMcCoy, kActorGaff, true);
Actor_Says(kActorMcCoy, 670, kAnimationModeTalk);
Actor_Says(kActorGaff, 10, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 675, kAnimationModeTalk);
if (Game_Flag_Query(kFlagZubenRetired)) {
Actor_Says(kActorGaff, 50, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 695, kAnimationModeTalk);
Actor_Says(kActorGaff, 60, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 700, kAnimationModeTalk);
Actor_Says(kActorGaff, 70, kAnimationModeTalk);
Actor_Clue_Acquire(kActorGaff, kClueMcCoyRetiredZuben, true, -1);
} else {
Actor_Says(kActorGaff, 80, kAnimationModeTalk);
Actor_Says(kActorGaff, 90, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 705, kAnimationModeTalk);
Actor_Says(kActorGaff, 100, kAnimationModeTalk);
Actor_Clue_Acquire(kActorGaff, kClueMcCoyLetZubenEscape, true, -1);
}
Actor_Says(kActorGaff, 20, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 680, kAnimationModeTalk);
Actor_Says(kActorGaff, 30, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 685, kAnimationModeTalk);
Actor_Says(kActorGaff, 40, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 690, kAnimationModeTalk);
Actor_Clue_Acquire(kActorMcCoy, kClueGaffsInformation, true, kActorGaff);
CDB_Set_Crime(kClueZubenSquadPhoto, kCrimeMoonbusHijacking);
Actor_Clue_Acquire(kActorGaff, kClueMcCoyRetiredZuben, true, -1);
Game_Flag_Set(kFlagGaffApproachedMcCoyAboutZuben);
Player_Gains_Control();
Actor_Set_Goal_Number(kActorGaff, kGoalGaffMA01Leave);
}
if (Actor_Query_Goal_Number(kActorGaff) == kGoalGaffCT12GoToSpinner) {
Actor_Set_Goal_Number(kActorGaff, kGoalGaffCT12FlyAway);
}
if (Actor_Query_Goal_Number(kActorGaff) == kGoalGaffStartWalkingAround) {
Actor_Set_Goal_Number(kActorGaff, kGoalGaffWalkAround);
return;// true;
}
if (Actor_Query_Goal_Number(kActorGaff) == kGoalGaffWalkAround) {
Actor_Set_Goal_Number(kActorGaff, kGoalGaffRepeatWalkingAround);
return;// true;
}
if (Actor_Query_Goal_Number(kActorGaff) == kGoalGaffRepeatWalkingAround) {
Actor_Set_Goal_Number(kActorGaff, kGoalGaffWalkAround);
return;// true;
}
// return false;
}
void AIScriptGaff::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptGaff::ClickedByPlayer() {
if ((Global_Variable_Query(kVariableChapter) == 2
|| Global_Variable_Query(kVariableChapter) == 3
)
&& Game_Flag_Query(kFlagGaffChapter2Started)
) {
AI_Movement_Track_Pause(kActorGaff);
Actor_Face_Actor(kActorMcCoy, kActorGaff, true);
Actor_Face_Actor(kActorGaff, kActorMcCoy, true);
if (Random_Query(1, 3) == 1) {
Actor_Says(kActorMcCoy, 3970, 14);
Actor_Says(kActorGaff, 100, 13);
} else if (Random_Query(1, 3) == 2) {
Actor_Says(kActorMcCoy, 3970, 14);
Actor_Says(kActorGaff, 110, 13);
} else {
Actor_Says(kActorMcCoy, 3970, 14);
Actor_Says(kActorGaff, 180, 13);
}
AI_Movement_Track_Unpause(kActorGaff);
// return true;
}
// return false;
}
void AIScriptGaff::EnteredSet(int setId) {
// return false;
}
void AIScriptGaff::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptGaff::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptGaff::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// It is impossible to triger this as player has no control at this moment
if (otherActorId == kActorMcCoy
&& combatMode == 1
&& Global_Variable_Query(kVariableChapter) == 4
&& Actor_Query_In_Set(kActorMcCoy, kSetMA07)
&& Actor_Query_Goal_Number(kActorGaff) == kGoalGaffMA07Wait
) {
AI_Countdown_Timer_Reset(kActorGaff, kActorTimerAIScriptCustomTask0);
Actor_Set_Goal_Number(kActorGaff, kGoalGaffMA07ShootMcCoy);
}
// return false;
}
void AIScriptGaff::ShotAtAndMissed() {
// return false;
}
bool AIScriptGaff::ShotAtAndHit() {
return false;
}
void AIScriptGaff::Retired(int byActorId) {
// return false;
}
int AIScriptGaff::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptGaff::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case kGoalGaffCT12WaitForMcCoy:
Actor_Put_In_Set(kActorGaff, kSetCT01_CT12);
Actor_Set_At_Waypoint(kActorGaff, 43, 0);
return true;
case kGoalGaffCT12GoToSpinner:
AI_Movement_Track_Append(kActorGaff, 123, 1);
AI_Movement_Track_Repeat(kActorGaff);
return true;
case kGoalGaffMA01ApproachMcCoy:
Player_Loses_Control();
AI_Movement_Track_Flush(kActorGaff);
AI_Movement_Track_Append(kActorGaff, 124, 0);
AI_Movement_Track_Append(kActorGaff, 126, 0);
AI_Movement_Track_Repeat(kActorGaff);
return true;
case kGoalGaffMA01Leave:
AI_Movement_Track_Flush(kActorGaff);
AI_Movement_Track_Append(kActorGaff, 124, 0);
AI_Movement_Track_Append(kActorGaff, 35, 0);
AI_Movement_Track_Repeat(kActorGaff);
return true;
case kGoalGaffCT12Leave:
AI_Movement_Track_Flush(kActorGaff);
AI_Movement_Track_Append(kActorGaff, 35, 90);
AI_Movement_Track_Repeat(kActorGaff);
return true;
case kGoalGaffCT12FlyAway:
Game_Flag_Reset(kFlagCT12GaffSpinner);
Scene_Loop_Set_Default(2);
Scene_Loop_Start_Special(kSceneLoopModeOnce, 6, true);
return true;
case kGoalGaffStartWalkingAround:
AI_Movement_Track_Flush(kActorGaff);
AI_Movement_Track_Append(kActorGaff, 35, 300);
AI_Movement_Track_Repeat(kActorGaff);
return true;
case kGoalGaffWalkAround:
{
AI_Movement_Track_Flush(kActorGaff);
AI_Movement_Track_Append(kActorGaff, 82, 1);
AI_Movement_Track_Append(kActorGaff, 76, 1);
AI_Movement_Track_Append(kActorGaff, 78, 1);
int rnd = Random_Query(1, 3);
if (rnd == 1) {
AI_Movement_Track_Append(kActorGaff, 271, 0);
AI_Movement_Track_Append(kActorGaff, 272, 0);
AI_Movement_Track_Append(kActorGaff, 273, 0);
} else if (rnd == 2) {
AI_Movement_Track_Append(kActorGaff, 273, 0);
AI_Movement_Track_Append(kActorGaff, 272, 0);
AI_Movement_Track_Append(kActorGaff, 271, 0);
} else if (rnd == 3) {
AI_Movement_Track_Append(kActorGaff, 272, 0);
AI_Movement_Track_Append(kActorGaff, 273, 0);
}
AI_Movement_Track_Append(kActorGaff, 274, 0);
AI_Movement_Track_Append(kActorGaff, 275, 0);
AI_Movement_Track_Repeat(kActorGaff);
}
return true;
case kGoalGaffRepeatWalkingAround:
AI_Movement_Track_Flush(kActorGaff);
AI_Movement_Track_Append(kActorGaff, 35, 90);
AI_Movement_Track_Repeat(kActorGaff);
return true;
case 299:
AI_Movement_Track_Flush(kActorGaff);
Actor_Put_In_Set(kActorGaff, kSetFreeSlotC);
Actor_Set_At_Waypoint(kActorGaff, 35, 0);
return true;
case kGoalGaffMA07Wait:
Player_Loses_Control();
Actor_Put_In_Set(kActorGaff, kSetMA07);
Actor_Set_At_XYZ(kActorGaff, -102.54f, -172.43f, 463.18f, 1015);
Actor_Set_Goal_Number(kActorGaff, kGoalGaffMA07TalkToMcCoy);
return true;
case kGoalGaffMA07TalkToMcCoy:
Game_Flag_Set(kFlagMA07GaffTalk);
Actor_Face_Actor(kActorGaff, kActorMcCoy, true);
Actor_Says(kActorGaff, 110, 12);
Actor_Face_Actor(kActorMcCoy, kActorGaff, true);
Actor_Says(kActorMcCoy, 2945, 14);
Loop_Actor_Walk_To_Actor(kActorGaff, kActorMcCoy, 180, false, false);
Actor_Says(kActorGaff, 120, 16);
Actor_Says(kActorGaff, 130, 13);
Actor_Says(kActorMcCoy, 2950, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 2955, 16);
Actor_Says_With_Pause(kActorGaff, 140, 1.0f, 14);
Loop_Actor_Walk_To_Actor(kActorMcCoy, kActorGaff, 36, false, false);
Actor_Says(kActorGaff, 150, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 2960, 12);
Actor_Says_With_Pause(kActorGaff, 160, 1.0f, 16);
Actor_Says(kActorMcCoy, 2965, 13);
Actor_Says_With_Pause(kActorGaff, 170, 1.0f, kAnimationModeTalk);
Actor_Says_With_Pause(kActorGaff, 180, 1.0f, 12);
Actor_Says(kActorGaff, 190, 14);
Actor_Says(kActorGaff, 200, 15);
Async_Actor_Walk_To_XYZ(kActorGaff, -388.44f, -162.8f, 165.08f, false, false);
Delay(4000);
Player_Gains_Control();
Actor_Start_Speech_Sample(kActorGaff, 210);
Actor_Set_Goal_Number(kActorGaff, kGoalGaffMA07Left);
return true;
case kGoalGaffMA07Left:
return true;
case kGoalGaffMA07ShootMcCoy:
Actor_Face_Actor(kActorGaff, kActorMcCoy, true);
Actor_Change_Animation_Mode(kActorGaff, kAnimationModeCombatAttack);
Sound_Play(kSfxSMCAL3, 100, 0, 0, 50);
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
Actor_Retired_Here(kActorMcCoy, 12, 12, true, -1);
return true;
case kGoalGaffGone:
AI_Movement_Track_Flush(kActorGaff);
Actor_Put_In_Set(kActorGaff, kSetKP05_KP06);
Actor_Set_At_XYZ(kActorGaff, -782.15f, 8.26f, -263.64f, 52);
return true;
}
return false;
}
bool AIScriptGaff::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
*animation = kModelAnimationGaffIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
break;
case 1:
*animation = kModelAnimationGaffWalking;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
break;
case 2:
*animation = kModelAnimationGaffCalmPointingWithStickTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
break;
case 3:
*animation = kModelAnimationGaffExplainTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationState = 2;
_animationFrame = 0;
*animation = kModelAnimationGaffCalmPointingWithStickTalk;
}
break;
case 4:
// TODO A bug? This is identical to case 6
*animation = kModelAnimationGaffDescribeTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationState = 2;
_animationFrame = 0;
*animation = kModelAnimationGaffCalmPointingWithStickTalk;
}
break;
case 5:
// TODO A bug? This is identical to case 7
*animation = kModelAnimationGaffLaughHeadBackTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationState = 2;
_animationFrame = 0;
*animation = kModelAnimationGaffCalmPointingWithStickTalk;
}
break;
case 6:
*animation = kModelAnimationGaffDescribeTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationState = 2;
_animationFrame = 0;
*animation = kModelAnimationGaffCalmPointingWithStickTalk;
}
break;
case 7:
*animation = kModelAnimationGaffLaughHeadBackTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationState = 2;
_animationFrame = 0;
*animation = kModelAnimationGaffCalmPointingWithStickTalk;
}
break;
case 8:
*animation = kModelAnimationGaffEntersSpinner;
++_animationFrame;
// TODO Bug in the game? Why check against McCoy's animation's frameset number of frames?
// kModelAnimationMcCoyEntersSpinner: 25 frames
// kModelAnimationGaffEntersSpinner: 31 frames
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMcCoyEntersSpinner) - 1) {
Actor_Set_Invisible(kActorGaff, true);
*animation = kModelAnimationGaffIdle;
_animationFrame = 0;
// TODO: check this, it was set directly by calling actor script
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
Actor_Set_Goal_Number(kActorGaff, kGoalGaffCT12Leave);
}
break;
default:
// Dummy placeholder, kModelAnimationZubenWalking (399) is a Zuben animation
*animation = kModelAnimationZubenWalking;
debugC(6, kDebugAnimation, "AIScriptGaff::UpdateAnimation() - Current _animationState (%d) is a placeholder", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptGaff::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
_animationState = 0;
_animationFrame = 0;
break;
case kAnimationModeWalk:
if (_animationState != 1) {
_animationState = 1;
_animationFrame = 0;
}
break;
case kAnimationModeTalk:
_animationState = 2;
_animationFrame = 0;
break;
case 12:
_animationState = 3;
_animationFrame = 0;
break;
case 13:
_animationState = 4;
_animationFrame = 0;
break;
case 14:
_animationState = 5;
_animationFrame = 0;
break;
case 15:
_animationState = 6;
_animationFrame = 0;
break;
case 16:
_animationState = 7;
_animationFrame = 0;
break;
case kAnimationModeSpinnerGetIn:
_animationState = 8;
_animationFrame = 0;
break;
default:
debugC(6, kDebugAnimation, "AIScriptGaff::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptGaff::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptGaff::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptGaff::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptGaff::FledCombat() {
// return false;
}
} // End of namespace BladeRunner