mirror of
https://github.com/scummvm/scummvm.git
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1254 lines
36 KiB
C++
1254 lines
36 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bladerunner/script/ai_script.h"
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namespace BladeRunner {
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AIScriptIzo::AIScriptIzo(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_resumeIdleAfterFramesetCompletesFlag = false;
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_var1 = 6;
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_var2 = 1;
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_varNumOfTimesToHoldCurrentFrame = 0;
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// _varChooseIdleAnimation can have valid values: 0, 1
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_varChooseIdleAnimation = 0;
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}
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void AIScriptIzo::Initialize() {
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_animationFrame = 0;
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_animationState = 0;
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_animationStateNext = 0;
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_animationNext = 0;
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_resumeIdleAfterFramesetCompletesFlag = false;
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_var1 = 6;
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_var2 = 1;
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_varNumOfTimesToHoldCurrentFrame = 0;
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_varChooseIdleAnimation = 0;
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Actor_Set_Goal_Number(kActorIzo, 0);
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Actor_Put_In_Set(kActorIzo, kSetHC01_HC02_HC03_HC04);
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Actor_Set_At_XYZ(kActorIzo, 591.0f, 0.14f, 25.0f, 540);
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World_Waypoint_Set(349, kSetRC03, -14.7f, -4.01f, 224.5f);
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}
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bool AIScriptIzo::Update() {
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if (Actor_Query_Goal_Number(kActorIzo) == kGoalIzoStopRunning
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&& Player_Query_Current_Scene() == kSceneUG02
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) {
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Actor_Set_Targetable(kActorIzo, true);
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Actor_Set_Goal_Number(kActorIzo, kGoalIzoRunToRC03);
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return true;
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}
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if (Global_Variable_Query(kVariableChapter) == 3
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&& Actor_Query_Goal_Number(kActorIzo) == kGoalIzoGone
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&& Actor_Query_Which_Set_In(kActorIzo) == kSetRC03
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) {
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Actor_Put_In_Set(kActorIzo, kSetFreeSlotI);
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Actor_Set_At_Waypoint(kActorIzo, 41, 0);
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}
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if (Actor_Query_Goal_Number(kActorIzo) == kGoalIzoDefault
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&& Player_Query_Current_Scene() == kSceneTB02
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) {
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Actor_Set_Goal_Number(kActorIzo, kGoalIzoGoToHC03);
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}
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if (Global_Variable_Query(kVariableChapter) == 4
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&& Actor_Query_Goal_Number(kActorIzo) < kGoalIzoGone
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&& Actor_Query_Goal_Number(kActorIzo) < 300
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&& Actor_Query_Goal_Number(kActorIzo) != kGoalIzoGotArrested
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) {
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Actor_Set_Goal_Number(kActorIzo, 300);
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}
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if (Global_Variable_Query(kVariableChapter) == 5
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&& Actor_Query_Goal_Number(kActorIzo) < 400
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) {
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Actor_Set_Goal_Number(kActorIzo, 400);
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}
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return false;
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}
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void AIScriptIzo::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptIzo::CompletedMovementTrack() {
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switch (Actor_Query_Goal_Number(kActorIzo)) {
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case kGoalIzoRunToUG02:
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Actor_Set_Goal_Number(kActorIzo, kGoalIzoRunToRC03);
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Player_Gains_Control();
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return; //true;
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case kGoalIzoRunToRC03:
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Actor_Set_Goal_Number(kActorIzo, kGoalIzoWaitingAtRC03);
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return; //true;
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case kGoalIzoRC03Walk:
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// fall through
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case kGoalIzoRC03Run:
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Actor_Set_Goal_Number(kActorIzo, kGoalIzoRC03RunAway);
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#if BLADERUNNER_ORIGINAL_BUGS
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Actor_Set_Goal_Number(kActorSteele, kGoalSteeleApprehendIzo);
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// causes unwanted repetition of the apprehend
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// also may cause a freeze if McCoy exits the scene
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Scene_Exits_Enable();
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#else
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// prevent re-apprehending of Izo
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if (Actor_Query_Goal_Number(kActorIzo) != kGoalIzoGetArrested
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&& Actor_Query_Goal_Number(kActorIzo) != kGoalIzoGotArrested
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&& Actor_Query_Goal_Number(kActorIzo) != kGoalIzoRC03RanAwayDone
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&& Actor_Query_Goal_Number(kActorIzo) != kGoalIzoDie
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&& Actor_Query_Goal_Number(kActorIzo) != kGoalIzoDieHidden
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&& Actor_Query_Goal_Number(kActorIzo) != kGoalIzoEscape
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&& Actor_Query_Goal_Number(kActorSteele) != kGoalSteeleApprehendIzo
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&& Actor_Query_Goal_Number(kActorSteele) != kGoalSteeleArrestIzo
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&& Actor_Query_Goal_Number(kActorSteele) != kGoalSteeleIzoBlockedByMcCoy
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&& Actor_Query_Goal_Number(kActorSteele) != kGoalSteeleShootIzo
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&& Actor_Query_Goal_Number(kActorSteele) != kGoalSteeleLeaveRC03
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&& Actor_Query_Goal_Number(kActorSteele) != kGoalSteeleGoToPoliceStation
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) {
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Actor_Set_Goal_Number(kActorSteele, kGoalSteeleApprehendIzo);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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return; //true;
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case kGoalIzoRC03RunAway:
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#if BLADERUNNER_ORIGINAL_BUGS
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// Enabling exits here will cause in some cases
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// McCoy to be able to exit the scene if player clicks fast
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// in which case the apprehending of Izo will take place off-screen
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// and the player will listen to it as if it happened in the current scene
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Scene_Exits_Enable();
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#else
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// In some occasions Izo will be block and won't reach exactly the 174 waypoint
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// but he'll stand still at a distance from it (this would still trigger the CompletedMovementTrack() )
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// In this case, Izo would remain stuck standing still in RC03 forever (in Act 2)
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// This makes him teleport elsewhere (behavior similar to when he's arrested)
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Actor_Set_Goal_Number(kActorIzo, kGoalIzoRC03RanAwayDone);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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return; //true;
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case kGoalIzoGetArrested:
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Game_Flag_Set(kFlagIzoArrested);
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Actor_Set_Goal_Number(kActorIzo, kGoalIzoGotArrested);
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Scene_Exits_Enable();
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return; //true;
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case kGoalIzoGoToHC01:
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Actor_Set_Goal_Number(kActorIzo, kGoalIzoGoToHC03);
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return; //true;
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case kGoalIzoGoToHC03:
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Actor_Set_Goal_Number(kActorIzo, kGoalIzoGoToHC01);
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return; //true;
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case 300:
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Actor_Set_Goal_Number(kActorIzo, 301);
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return; //true;
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case 301:
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Actor_Set_Goal_Number(kActorIzo, 300);
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return; //true;
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}
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return; //false;
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}
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void AIScriptIzo::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptIzo::ClickedByPlayer() {
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if (Actor_Query_Goal_Number(kActorIzo) > 500) { // Dead
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Actor_Face_Actor(kActorMcCoy, kActorIzo, true);
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Actor_Says(kActorMcCoy, 8585, 13);
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return; //true;
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}
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if (Actor_Query_Goal_Number(kActorIzo) == kGoalIzoRunToRC03
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&& Player_Query_Current_Set() == kSetUG02
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) {
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Player_Loses_Control();
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Actor_Set_Goal_Number(kActorIzo, kGoalIzoStopRunning);
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Actor_Face_Actor(kActorMcCoy, kActorIzo, true);
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Actor_Says(kActorMcCoy, 5460, 16);
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Actor_Face_Actor(kActorIzo, kActorMcCoy, true);
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Actor_Says(kActorIzo, 700, 17);
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Actor_Says(kActorMcCoy, 5465, 14);
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dialogueWithIzo();
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}
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if (Actor_Query_Goal_Number(kActorIzo) == kGoalIzoRC03Walk) {
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Actor_Face_Actor(kActorMcCoy, kActorIzo, true);
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Actor_Says(kActorMcCoy, 2715, 14);
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Actor_Set_Goal_Number(kActorIzo, kGoalIzoRC03Run);
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Actor_Says(kActorMcCoy, 1800, 14);
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#if BLADERUNNER_ORIGINAL_BUGS
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Actor_Set_Goal_Number(kActorSteele, kGoalSteeleApprehendIzo);
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#else
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// prevent re-apprehending of Izo
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if (Actor_Query_Goal_Number(kActorIzo) != kGoalIzoGetArrested
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&& Actor_Query_Goal_Number(kActorIzo) != kGoalIzoGotArrested
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&& Actor_Query_Goal_Number(kActorIzo) != kGoalIzoRC03RanAwayDone
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&& Actor_Query_Goal_Number(kActorIzo) != kGoalIzoDie
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&& Actor_Query_Goal_Number(kActorIzo) != kGoalIzoDieHidden
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&& Actor_Query_Goal_Number(kActorIzo) != kGoalIzoEscape
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&& Actor_Query_Goal_Number(kActorSteele) != kGoalSteeleApprehendIzo
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&& Actor_Query_Goal_Number(kActorSteele) != kGoalSteeleArrestIzo
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&& Actor_Query_Goal_Number(kActorSteele) != kGoalSteeleIzoBlockedByMcCoy
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&& Actor_Query_Goal_Number(kActorSteele) != kGoalSteeleShootIzo
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&& Actor_Query_Goal_Number(kActorSteele) != kGoalSteeleLeaveRC03
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&& Actor_Query_Goal_Number(kActorSteele) != kGoalSteeleGoToPoliceStation
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) {
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Actor_Set_Goal_Number(kActorSteele, kGoalSteeleApprehendIzo);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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return; //true;
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}
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return; //false;
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}
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void AIScriptIzo::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptIzo::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptIzo::OtherAgentExitedThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptIzo::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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if (Actor_Query_Goal_Number(kActorIzo) == kGoalIzoRC03Walk) {
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Game_Flag_Query(kFlagIzoIsReplicant); // bug in the game?
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}
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return; //false;
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}
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void AIScriptIzo::ShotAtAndMissed() {
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if (Actor_Query_Goal_Number(kActorIzo) == kGoalIzoRC03Walk) {
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Actor_Set_Goal_Number(kActorIzo, kGoalIzoRC03Run);
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return; //true;
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}
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return; //false;
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}
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bool AIScriptIzo::ShotAtAndHit() {
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if (Actor_Query_Goal_Number(kActorIzo) == kGoalIzoRC03Walk
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|| Actor_Query_Goal_Number(kActorIzo) == kGoalIzoRC03Run
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|| Actor_Query_Goal_Number(kActorIzo) == kGoalIzoRC03RunAway
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) {
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Actor_Set_Health(kActorIzo, 50, 50);
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if (Actor_Query_Goal_Number(kActorIzo) == kGoalIzoRC03Walk) {
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Actor_Set_Goal_Number(kActorIzo, kGoalIzoRC03Run);
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}
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return true;
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} else {
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AI_Movement_Track_Flush(kActorIzo);
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Global_Variable_Increment(kVariableIzoShot, 1);
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if (!Game_Flag_Query(kFlagIzoShot)
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&& Global_Variable_Query(kVariableIzoShot) == 1
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) {
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Game_Flag_Set(kFlagIzoShot);
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_animationFrame = 0;
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_animationState = 19;
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Actor_Retired_Here(kActorIzo, 36, 12, true, -1);
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Actor_Set_Goal_Number(kActorIzo, kGoalIzoDie);
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}
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return false;
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}
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}
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void AIScriptIzo::Retired(int byActorId) {
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if (!Actor_Query_In_Set(kActorIzo, kSetKP07)) {
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return; //false;
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}
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Global_Variable_Decrement(kVariableReplicantsSurvivorsAtMoonbus, 1);
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Actor_Set_Goal_Number(kActorIzo, kGoalIzoGone);
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if (Global_Variable_Query(kVariableReplicantsSurvivorsAtMoonbus) == 0) {
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Player_Loses_Control();
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Delay(2000);
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Player_Set_Combat_Mode(false);
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -12.0f, -41.58f, 72.0f, 0, true, false, false);
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1u);
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Game_Flag_Set(kFlagKP07toKP06);
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Game_Flag_Reset(kFlagMcCoyIsHelpingReplicants);
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Set_Enter(kSetKP05_KP06, kSceneKP06);
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return; //true;
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}
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return; //false;
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}
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int AIScriptIzo::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptIzo::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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if (newGoalNumber == kGoalIzoEscapedSteeleKnows
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|| newGoalNumber == kGoalIzoDie
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|| newGoalNumber == kGoalIzoDieHidden
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|| newGoalNumber == kGoalIzoGotArrested
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|| newGoalNumber == kGoalIzoRC03RanAwayDone
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|| newGoalNumber == kGoalIzoEscape
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) {
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Spinner_Set_Selectable_Destination_Flag(kSpinnerDestinationDNARow, true);
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}
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switch (newGoalNumber) {
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case kGoalIzoDefault:
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AI_Movement_Track_Flush(kActorIzo);
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return true;
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case kGoalIzoPrepareCamera:
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AI_Movement_Track_Flush(kActorIzo);
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Actor_Face_Heading(kActorIzo, 520, false);
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_animationState = 32;
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_animationFrame = -1;
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return true;
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case kGoalIzoTakePhoto:
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_animationState = 34;
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_animationFrame = -1;
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return true;
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case kGoalIzoRunToUG02:
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AI_Movement_Track_Flush(kActorIzo);
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AI_Movement_Track_Append_Run(kActorIzo, 149, 0);
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AI_Movement_Track_Append_Run(kActorIzo, 152, 0);
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AI_Movement_Track_Repeat(kActorIzo);
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Scene_Exit_Add_2D_Exit(1, 394, 229, 485, 371, 1);
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Game_Flag_Set(kFlagHC03Available);
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return true;
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case kGoalIzoStopRunning:
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AI_Movement_Track_Flush(kActorIzo);
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AI_Movement_Track_Repeat(kActorIzo);
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return true;
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case kGoalIzoRunToRC03:
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AI_Movement_Track_Flush(kActorIzo);
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AI_Movement_Track_Append_Run(kActorIzo, 153, 0); // kSetUG02
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AI_Movement_Track_Append(kActorIzo, 154, 0); // kSetRC03
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AI_Movement_Track_Repeat(kActorIzo);
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return true;
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case kGoalIzoWaitingAtRC03:
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return true;
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case kGoalIzoEscape:
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AI_Movement_Track_Flush(kActorIzo);
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AI_Movement_Track_Append(kActorIzo, 153, 0); // kSetUG02
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AI_Movement_Track_Append(kActorIzo, 39, 120); // kSetFreeSlotG
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AI_Movement_Track_Append(kActorIzo, 33, 0); // kSetFreeSlotA
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AI_Movement_Track_Repeat(kActorIzo);
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return true;
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case kGoalIzoRC03Walk:
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Game_Flag_Set(kFlagDNARowAvailable);
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AI_Movement_Track_Flush(kActorIzo);
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AI_Movement_Track_Append(kActorIzo, 349, 0); // kSetRC03
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AI_Movement_Track_Repeat(kActorIzo);
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return true;
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case kGoalIzoRC03Run:
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Game_Flag_Set(kFlagDNARowAvailable);
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AI_Movement_Track_Flush(kActorIzo);
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AI_Movement_Track_Append_Run(kActorIzo, 349, 0); // kSetRC03
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AI_Movement_Track_Repeat(kActorIzo);
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return true;
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case kGoalIzoRC03RunAway:
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Game_Flag_Set(kFlagDNARowAvailable);
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AI_Movement_Track_Flush(kActorIzo);
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#if BLADERUNNER_ORIGINAL_BUGS
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AI_Movement_Track_Append_Run(kActorIzo, 174, 0); // kSetRC03
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#else
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// set a waypoint near 174 but not exactly same coordinates
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// to make colliding with Steele or McCoy less likely
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World_Waypoint_Set(553, kSetRC03, 346.96f, -4.01f, 419.16f);
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// prevent Izo from getting stuck in-scene RC03
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// Note: this alone won't work as a fix;
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// it still requires the additional fix in CompletedMovementTrack()
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AI_Movement_Track_Append_Run(kActorIzo, 553, 0); // kSetRC03
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AI_Movement_Track_Append_Run(kActorIzo, 33, 0); // kSetFreeSlotA
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#endif // BLADERUNNER_ORIGINAL_BUGS
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AI_Movement_Track_Repeat(kActorIzo);
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return true;
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case 115:
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AI_Movement_Track_Flush(kActorIzo);
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AI_Movement_Track_Append(kActorIzo, 39, 60); // kSetFreeSlotG
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if (Game_Flag_Query(kFlagIzoIsReplicant)) {
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AI_Movement_Track_Append(kActorIzo, 33, 0); // kSetFreeSlotA
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} else {
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AI_Movement_Track_Append(kActorIzo, 34, 0); // kSetFreeSlotB
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}
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AI_Movement_Track_Repeat(kActorIzo);
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Game_Flag_Set(kFlagDNARowAvailable);
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return true;
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case kGoalIzoGetArrested:
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Actor_Set_Targetable(kActorIzo, false);
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AI_Movement_Track_Flush(kActorIzo);
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AI_Movement_Track_Append(kActorIzo, 174, 0); // kSetRC03
|
|
AI_Movement_Track_Append(kActorIzo, 33, 0); // kSetFreeSlotA
|
|
AI_Movement_Track_Repeat(kActorIzo);
|
|
return true;
|
|
|
|
case kGoalIzoGoToHC01:
|
|
AI_Movement_Track_Flush(kActorIzo);
|
|
AI_Movement_Track_Append(kActorIzo, 39, Random_Query(15, 30)); // kSetFreeSlotG
|
|
AI_Movement_Track_Append(kActorIzo, 149, 0); // kSetHC01_HC02_HC03_HC04
|
|
AI_Movement_Track_Append(kActorIzo, 323, Random_Query(90, 120)); // kSetHC01_HC02_HC03_HC04
|
|
AI_Movement_Track_Repeat(kActorIzo);
|
|
return true;
|
|
|
|
case kGoalIzoGoToHC03:
|
|
AI_Movement_Track_Flush(kActorIzo);
|
|
AI_Movement_Track_Append(kActorIzo, 149, 0); // kSetHC01_HC02_HC03_HC04
|
|
if (Game_Flag_Query(kFlagIzoIsReplicant)) {
|
|
AI_Movement_Track_Append(kActorIzo, 39, 5); // kSetFreeSlotG
|
|
AI_Movement_Track_Append(kActorIzo, 34, Random_Query(10, 20)); // kSetFreeSlotB
|
|
AI_Movement_Track_Append(kActorIzo, 39, 5); // kSetFreeSlotG
|
|
AI_Movement_Track_Append(kActorIzo, 33, Random_Query(10, 20)); // kSetFreeSlotA
|
|
} else {
|
|
AI_Movement_Track_Append(kActorIzo, 39, Random_Query(5, 15)); // kSetFreeSlotG
|
|
AI_Movement_Track_Append(kActorIzo, 34, Random_Query(20, 40)); // kSetFreeSlotB
|
|
}
|
|
AI_Movement_Track_Repeat(kActorIzo);
|
|
return true;
|
|
|
|
case 160:
|
|
AI_Movement_Track_Flush(kActorIzo);
|
|
return true;
|
|
|
|
case kGoalIzoRC03RanAwayDone:
|
|
// fall through
|
|
case kGoalIzoGotArrested:
|
|
Game_Flag_Set(kFlagDNARowAvailable);
|
|
Actor_Put_In_Set(kActorIzo, kSetFreeSlotA);
|
|
Actor_Set_At_Waypoint(kActorIzo, 33, 0); // kSetFreeSlotA
|
|
return true;
|
|
|
|
case kGoalIzoDieHidden:
|
|
AI_Movement_Track_Flush(kActorIzo);
|
|
AI_Movement_Track_Append(kActorIzo, 41, 0); // kSetFreeSlotI
|
|
AI_Movement_Track_Repeat(kActorIzo);
|
|
Actor_Set_Goal_Number(kActorIzo, 999);
|
|
return true;
|
|
|
|
case kGoalIzoDie:
|
|
Game_Flag_Set(kFlagDNARowAvailable);
|
|
AI_Movement_Track_Flush(kActorIzo);
|
|
Ambient_Sounds_Play_Speech_Sound(kActorIzo, 9000, 100, 0, 0, 0);
|
|
Actor_Change_Animation_Mode(kActorIzo, kAnimationModeDie);
|
|
Actor_Set_Goal_Number(kActorIzo, 999);
|
|
#if BLADERUNNER_ORIGINAL_BUGS
|
|
Scene_Exits_Enable();
|
|
#else
|
|
Actor_Set_Targetable(kActorIzo, false);
|
|
if (!Actor_Query_In_Set(kActorIzo, kSetKP07)) {
|
|
Scene_Exits_Enable();
|
|
Actor_Retired_Here(kActorIzo, 36, 12, true, -1);
|
|
}
|
|
#endif // BLADERUNNER_ORIGINAL_BUGS
|
|
return true;
|
|
|
|
case kGoalIzoEscapedSteeleKnows:
|
|
Game_Flag_Set(kFlagDNARowAvailable);
|
|
return true;
|
|
|
|
case 300:
|
|
AI_Movement_Track_Flush(kActorIzo);
|
|
modifyWaypoints();
|
|
AI_Movement_Track_Repeat(kActorIzo);
|
|
return true;
|
|
|
|
case 301:
|
|
AI_Movement_Track_Flush(kActorIzo);
|
|
AI_Movement_Track_Append(kActorIzo, 34, 1); // kSetFreeSlotB
|
|
AI_Movement_Track_Repeat(kActorIzo);
|
|
return true;
|
|
|
|
case 400:
|
|
AI_Movement_Track_Flush(kActorIzo);
|
|
Actor_Put_In_Set(kActorIzo, kSetFreeSlotA);
|
|
Actor_Set_At_Waypoint(kActorIzo, 33, 0); // kSetFreeSlotA
|
|
return true;
|
|
|
|
case 999:
|
|
Actor_Set_Goal_Number(kActorIzo, kGoalIzoGone);
|
|
return true;
|
|
|
|
case 9999:
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool AIScriptIzo::UpdateAnimation(int *animation, int *frame) {
|
|
switch (_animationState) {
|
|
case 0:
|
|
if (_varChooseIdleAnimation == 1) {
|
|
*animation = kModelAnimationIzoAwkwardPlayWithHands;
|
|
++_animationFrame;
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationIzoAwkwardPlayWithHands)) {
|
|
_animationFrame = 0;
|
|
_varChooseIdleAnimation = 0;
|
|
}
|
|
} else if (_varChooseIdleAnimation == 0) {
|
|
*animation = kModelAnimationIzoIdle;
|
|
if (_varNumOfTimesToHoldCurrentFrame > 0) {
|
|
--_varNumOfTimesToHoldCurrentFrame;
|
|
} else {
|
|
_animationFrame += _var2;
|
|
if (_animationFrame < 0) {
|
|
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationIzoIdle) - 1;
|
|
} else if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationIzoIdle)) {
|
|
_animationFrame = 0;
|
|
}
|
|
--_var1;
|
|
if (_var1 == 0) {
|
|
_var2 = 2 * Random_Query(0, 1) - 1;
|
|
_var1 = Random_Query(6, 14);
|
|
_varNumOfTimesToHoldCurrentFrame = Random_Query(0, 2);
|
|
}
|
|
if (_animationFrame == 0) {
|
|
if (!Random_Query(0, 5)) {
|
|
_varChooseIdleAnimation = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
if (_animationFrame <= 2 && _resumeIdleAfterFramesetCompletesFlag) {
|
|
*animation = kModelAnimationIzoIdle;
|
|
_animationFrame = 0;
|
|
_animationState = 0;
|
|
_resumeIdleAfterFramesetCompletesFlag = false;
|
|
} else {
|
|
*animation = kModelAnimationIzoCalmTalk;
|
|
++_animationFrame;
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationIzoCalmTalk)) {
|
|
_animationFrame = 0;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
// fall through
|
|
case 3:
|
|
// fall through
|
|
case 4:
|
|
// fall through
|
|
case 5:
|
|
// fall through
|
|
case 6:
|
|
// fall through
|
|
case 7:
|
|
// TODO why calculate current animation by adding animationState to kModelAnimationIzoAwkwardPlayWithHands (298)?
|
|
// seems prone to error.
|
|
// This (based on the switch cases), results in "talking" animation framesets 300 - 305,
|
|
// excepting the kModelAnimationIzoCalmTalk (299) which is used as the default or "ending" talking animation.
|
|
*animation = _animationState + kModelAnimationIzoAwkwardPlayWithHands;
|
|
++_animationFrame;
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
|
|
_animationFrame = 0;
|
|
_animationState = 1;
|
|
*animation = kModelAnimationIzoCalmTalk;
|
|
}
|
|
break;
|
|
|
|
case 8:
|
|
*animation = kModelAnimationIzoCombatIdle;
|
|
++_animationFrame;
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationIzoCombatIdle)) {
|
|
_animationFrame = 0;
|
|
}
|
|
break;
|
|
|
|
case 9:
|
|
*animation = kModelAnimationIzoCombatUnseatheSword;
|
|
++_animationFrame;
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationIzoCombatUnseatheSword)) {
|
|
_animationFrame = 0;
|
|
_animationState = 8;
|
|
*animation = kModelAnimationIzoCombatIdle;
|
|
}
|
|
break;
|
|
|
|
case 10:
|
|
*animation = kModelAnimationIzoCombatSeatheSword;
|
|
++_animationFrame;
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationIzoCombatSeatheSword)) {
|
|
*animation = kModelAnimationIzoIdle;
|
|
_animationFrame = 0;
|
|
_animationState = 0;
|
|
_varChooseIdleAnimation = 0;
|
|
}
|
|
break;
|
|
|
|
case 11:
|
|
*animation = kModelAnimationIzoCombatSwordAttack;
|
|
++_animationFrame;
|
|
if (_animationFrame == 6) {
|
|
int snd;
|
|
if (Random_Query(1, 2) == 1) {
|
|
snd = 9010;
|
|
} else {
|
|
snd = 9015;
|
|
}
|
|
Sound_Play_Speech_Line(kActorIzo, snd, 75, 0, 99);
|
|
}
|
|
if (_animationFrame == 9) {
|
|
Actor_Combat_AI_Hit_Attempt(kActorIzo);
|
|
}
|
|
if (Actor_Query_Goal_Number(kActorIzo) == kGoalIzoWaitingAtRC03
|
|
&& _animationFrame == 6
|
|
) {
|
|
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDodge);
|
|
}
|
|
Actor_Query_Goal_Number(kActorIzo);
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
|
|
_animationFrame = 0;
|
|
_animationState = 8;
|
|
*animation = kModelAnimationIzoCombatIdle;
|
|
Actor_Change_Animation_Mode(kActorIzo, kAnimationModeCombatIdle);
|
|
}
|
|
break;
|
|
|
|
case 12:
|
|
// fall through
|
|
case 13:
|
|
// fall through
|
|
case 16:
|
|
// fall through
|
|
case 17:
|
|
if (_animationState == 12) {
|
|
*animation = kModelAnimationIzoCombatTurnRight;
|
|
}
|
|
if (_animationState == 13) {
|
|
*animation = kModelAnimationIzoCombatTurnLeft;
|
|
}
|
|
if (_animationState == 16) {
|
|
*animation = kModelAnimationIzoCombatGotHitRight;
|
|
}
|
|
if (_animationState == 17) {
|
|
*animation = kModelAnimationIzoCombatGotHitLeft;
|
|
}
|
|
++_animationFrame;
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
|
|
_animationFrame = 0;
|
|
_animationState = 8;
|
|
*animation = kModelAnimationIzoCombatIdle;
|
|
Actor_Change_Animation_Mode(kActorIzo, kAnimationModeCombatIdle);
|
|
}
|
|
break;
|
|
|
|
case 14:
|
|
// fall through
|
|
case 15:
|
|
// TODO A bug? Shouldn't this be _animationState + kModelAnimationIzoCombatGotHitRight?
|
|
*animation = _animationFrame + kModelAnimationIzoCombatGotHitRight;
|
|
++_animationFrame;
|
|
if (_animationFrame >= 2
|
|
&& (Actor_Query_Goal_Number(kActorIzo) == kGoalIzoRC03Walk
|
|
|| Actor_Query_Goal_Number(kActorIzo) == kGoalIzoRC03Run
|
|
)
|
|
) {
|
|
*animation = kModelAnimationIzoIdle;
|
|
_animationFrame = 0;
|
|
_animationState = 0;
|
|
_varChooseIdleAnimation = 0;
|
|
Actor_Change_Animation_Mode(kActorIzo, kAnimationModeIdle);
|
|
Actor_Set_Goal_Number(kActorIzo, kGoalIzoRC03Run);
|
|
} else {
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
|
|
*animation = kModelAnimationIzoIdle;
|
|
_animationFrame = 0;
|
|
_animationState = 0;
|
|
_varChooseIdleAnimation = 0;
|
|
Actor_Change_Animation_Mode(kActorIzo, kAnimationModeIdle);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 18:
|
|
// fall through
|
|
case 19:
|
|
if (_animationState == 18) {
|
|
*animation = kModelAnimationIzoCombatShotDead;
|
|
}
|
|
if (_animationState == 19) {
|
|
*animation = kModelAnimationIzoShotDead;
|
|
}
|
|
++_animationFrame;
|
|
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(*animation) - 1) {
|
|
_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
|
|
_animationState = 30;
|
|
}
|
|
break;
|
|
|
|
case 20:
|
|
// fall through
|
|
case 21:
|
|
// fall through
|
|
case 22:
|
|
// fall through
|
|
case 23:
|
|
// fall through
|
|
case 24:
|
|
// fall through
|
|
case 25:
|
|
// fall through
|
|
case 26:
|
|
// fall through
|
|
case 27:
|
|
// fall through
|
|
case 28:
|
|
// fall through
|
|
case 29:
|
|
if (_animationState == 20) {
|
|
*animation = kModelAnimationIzoWalking;
|
|
}
|
|
if (_animationState == 21) {
|
|
*animation = kModelAnimationIzoRunning;
|
|
}
|
|
if (_animationState == 22) {
|
|
*animation = kModelAnimationIzoCombatWalking;
|
|
}
|
|
if (_animationState == 23) {
|
|
*animation = kModelAnimationIzoCombatRunning;
|
|
}
|
|
if (_animationState == 24) {
|
|
*animation = kModelAnimationIzoCombatClimbStairsUp;
|
|
}
|
|
if (_animationState == 25) {
|
|
*animation = kModelAnimationIzoCombatClimbStairsDown;
|
|
}
|
|
if (_animationState == 26) {
|
|
*animation = kModelAnimationIzoClimbStairsUp;
|
|
}
|
|
if (_animationState == 27) {
|
|
*animation = kModelAnimationIzoClimbStairsDown;
|
|
}
|
|
if (_animationState == 29) {
|
|
*animation = kModelAnimationIzoClimbLadderUp;
|
|
}
|
|
if (_animationState == 28) {
|
|
*animation = kModelAnimationIzoClimbLadderDown;
|
|
}
|
|
++_animationFrame;
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
|
|
_animationFrame = 0;
|
|
}
|
|
break;
|
|
|
|
case 30:
|
|
*animation = kModelAnimationIzoShotDead;
|
|
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationIzoShotDead) - 1;
|
|
break;
|
|
|
|
case 31:
|
|
*animation = kModelAnimationIzoHoldingCameraIdle;
|
|
++_animationFrame;
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationIzoHoldingCameraIdle)) {
|
|
_animationFrame = 0;
|
|
}
|
|
break;
|
|
|
|
case 32:
|
|
*animation = kModelAnimationIzoPicksCameraFromShop;
|
|
++_animationFrame;
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationIzoPicksCameraFromShop)) {
|
|
_animationFrame = 0;
|
|
_animationState = 31;
|
|
*animation = kModelAnimationIzoHoldingCameraIdle;
|
|
}
|
|
break;
|
|
|
|
case 33:
|
|
if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
|
|
_resumeIdleAfterFramesetCompletesFlag = false;
|
|
_animationState = 31;
|
|
*animation = kModelAnimationIzoHoldingCameraIdle;
|
|
} else {
|
|
*animation = kModelAnimationIzoHoldingCameraTalk;
|
|
++_animationFrame;
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationIzoHoldingCameraTalk)) {
|
|
_animationFrame = 0;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 34:
|
|
*animation = kModelAnimationIzoHoldingCameraUsesFlash;
|
|
++_animationFrame;
|
|
if (_animationFrame == 6) {
|
|
Scene_Loop_Set_Default(0); // // HC01 - MainLoop
|
|
Scene_Loop_Start_Special(kSceneLoopModeOnce, 2, true); // HC01 - IzoFlashLoop
|
|
Player_Set_Combat_Mode(true);
|
|
}
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationIzoHoldingCameraUsesFlash)) {
|
|
*animation = kModelAnimationIzoIdle;
|
|
_animationFrame = 0;
|
|
_animationState = 0;
|
|
Game_Flag_Set(kFlagUnused407);
|
|
Item_Add_To_World(kItemCamera, kModelAnimationIzoCamera, kSetHC01_HC02_HC03_HC04, 597.46f, 0.14f, 49.92f, 0, 12, 12, false, true, false, false);
|
|
Actor_Set_Goal_Number(kActorIzo, kGoalIzoRunToUG02);
|
|
}
|
|
break;
|
|
|
|
case 35:
|
|
if (_varChooseIdleAnimation == 0) {
|
|
*animation = kModelAnimationIzoIdle;
|
|
}
|
|
if (_varChooseIdleAnimation == 1) {
|
|
*animation = kModelAnimationIzoAwkwardPlayWithHands;
|
|
}
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationIzoIdle)) {
|
|
// TODO a bug? Adding 3 to animationFrame when it is >= the num of frames of the frameset
|
|
// will still keep it >= the num of frame of the frameset.
|
|
// so why check again in the if clause below?
|
|
_animationFrame += 3;
|
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationIzoIdle)) {
|
|
_animationFrame = 0;
|
|
*animation = _animationNext;
|
|
_animationState = _animationStateNext;
|
|
}
|
|
} else {
|
|
_animationFrame -= 3;
|
|
if (_animationFrame <= 0) {
|
|
_animationFrame = 0;
|
|
*animation = _animationNext;
|
|
_animationState = _animationStateNext;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
// Dummy placeholder, kModelAnimationZubenIdle (406) is a Zuben animation
|
|
*animation = kModelAnimationZubenIdle;
|
|
_animationFrame = 0;
|
|
debugC(6, kDebugAnimation, "AIScriptIzo::UpdateAnimation() - Current _animationState (%d) is a placeholder", _animationState);
|
|
break;
|
|
}
|
|
|
|
*frame = _animationFrame;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool AIScriptIzo::ChangeAnimationMode(int mode) {
|
|
switch (mode) {
|
|
case 0:
|
|
switch (_animationState) {
|
|
case 1:
|
|
// fall through
|
|
case 2:
|
|
// fall through
|
|
case 3:
|
|
// fall through
|
|
case 4:
|
|
// fall through
|
|
case 5:
|
|
// fall through
|
|
case 6:
|
|
// fall through
|
|
case 7:
|
|
// fall through
|
|
case 33:
|
|
_resumeIdleAfterFramesetCompletesFlag = true;
|
|
break;
|
|
|
|
case 8:
|
|
// fall through
|
|
case 22:
|
|
// fall through
|
|
case 23:
|
|
_animationState = 10;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 31:
|
|
// fall through
|
|
case 32:
|
|
// fall through
|
|
case 34:
|
|
return true;
|
|
|
|
default:
|
|
_animationState = 0;
|
|
_animationFrame = 0;
|
|
break;
|
|
}
|
|
return true;
|
|
|
|
case 1:
|
|
if (Actor_Query_Goal_Number(kActorIzo) == kGoalIzoWaitingAtRC03) {
|
|
_animationState = 22;
|
|
} else {
|
|
_animationState = 20;
|
|
}
|
|
_animationFrame = 0;
|
|
return true;
|
|
|
|
case 2:
|
|
_animationState = 21;
|
|
_animationFrame = 0;
|
|
return true;
|
|
|
|
case 3:
|
|
// fall through
|
|
case 9:
|
|
if (_animationState != 32) {
|
|
if (Actor_Query_Goal_Number(kActorIzo) == 1) {
|
|
_animationState = 33;
|
|
_animationFrame = 0;
|
|
} else if (_animationState <= 0 || _animationState > 7) {
|
|
_animationState = 35;
|
|
_animationStateNext = 1;
|
|
_animationNext = kModelAnimationIzoCalmTalk;
|
|
}
|
|
_resumeIdleAfterFramesetCompletesFlag = false;
|
|
}
|
|
return true;
|
|
|
|
case 4:
|
|
if (_animationState > 0) {
|
|
if (_animationState != 8 || _animationState > 8) {
|
|
_animationState = 8;
|
|
_animationFrame = 0;
|
|
}
|
|
} else {
|
|
_animationState = 9;
|
|
_animationFrame = 0;
|
|
}
|
|
break;
|
|
|
|
case 5:
|
|
// fall through
|
|
case 18:
|
|
// fall through
|
|
case 19:
|
|
// fall through
|
|
case 20:
|
|
return true;
|
|
|
|
case 6:
|
|
_animationState = 11;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 7:
|
|
_animationState = 22;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 8:
|
|
_animationState = 23;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 10:
|
|
// fall through
|
|
case 12:
|
|
if (_animationState != 32) {
|
|
if (_animationState <= 0 || _animationState > 7) {
|
|
_animationState = 35;
|
|
_animationStateNext = 1;
|
|
_animationNext = kModelAnimationIzoMoreCalmTalk;
|
|
}
|
|
_resumeIdleAfterFramesetCompletesFlag = false;
|
|
}
|
|
break;
|
|
|
|
case 11:
|
|
// fall through
|
|
case 14:
|
|
if (_animationState != 32) {
|
|
if (_animationState <= 0 || _animationState > 7) {
|
|
_animationState = 35;
|
|
_animationStateNext = 1;
|
|
_animationNext = kModelAnimationIzoHeadNodsAgreeingTalk;
|
|
}
|
|
_resumeIdleAfterFramesetCompletesFlag = false;
|
|
}
|
|
break;
|
|
|
|
case 13:
|
|
if (_animationState != 32) {
|
|
if (_animationState <= 0 || _animationState > 7) {
|
|
_animationState = 35;
|
|
_animationStateNext = 1;
|
|
_animationNext = kModelAnimationIzoExplainingTalk;
|
|
}
|
|
_resumeIdleAfterFramesetCompletesFlag = false;
|
|
}
|
|
break;
|
|
|
|
case 15:
|
|
if (_animationState != 32) {
|
|
if (_animationState <= 0 || _animationState > 7) {
|
|
_animationState = 35;
|
|
_animationStateNext = 1;
|
|
_animationNext = kModelAnimationIzoOffensiveTalk;
|
|
}
|
|
_resumeIdleAfterFramesetCompletesFlag = false;
|
|
}
|
|
break;
|
|
|
|
case 16:
|
|
if (_animationState != 32) {
|
|
if (_animationState <= 0 || _animationState > 7) {
|
|
_animationState = 35;
|
|
_animationStateNext = 1;
|
|
_animationNext = kModelAnimationIzoHeadNodsDisagreeingTalk;
|
|
}
|
|
_resumeIdleAfterFramesetCompletesFlag = false;
|
|
}
|
|
break;
|
|
|
|
case 17:
|
|
if (_animationState != 32) {
|
|
if (_animationState <= 0 || _animationState > 7) {
|
|
_animationState = 35;
|
|
_animationStateNext = 1;
|
|
_animationNext = kModelAnimationIzoUnderstandingTalk;
|
|
}
|
|
_resumeIdleAfterFramesetCompletesFlag = false;
|
|
}
|
|
break;
|
|
|
|
case 21:
|
|
switch (_animationState) {
|
|
case 8:
|
|
// fall through
|
|
case 9:
|
|
// fall through
|
|
case 10:
|
|
// fall through
|
|
case 11:
|
|
// fall through
|
|
case 12:
|
|
// fall through
|
|
case 13:
|
|
if (Random_Query(0, 1)) {
|
|
_animationState = 17;
|
|
} else {
|
|
_animationState = 16;
|
|
}
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case 14:
|
|
// fall through
|
|
case 15:
|
|
// fall through
|
|
case 16:
|
|
// fall through
|
|
case 17:
|
|
return true;
|
|
|
|
default:
|
|
if (Random_Query(0, 1)) {
|
|
_animationState = 15;
|
|
} else {
|
|
_animationState = 14;
|
|
}
|
|
_animationFrame = 0;
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case 22:
|
|
if (Random_Query(0, 1)) {
|
|
_animationState = 16;
|
|
} else {
|
|
_animationState = 17;
|
|
}
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
case kAnimationModeDie:
|
|
_animationState = 19;
|
|
_animationFrame = 0;
|
|
break;
|
|
|
|
default:
|
|
debugC(6, kDebugAnimation, "AIScriptIzo::ChangeAnimationMode(%d) - Target mode is not supported", mode);
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void AIScriptIzo::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
|
|
*animationState = _animationState;
|
|
*animationFrame = _animationFrame;
|
|
*animationStateNext = _animationStateNext;
|
|
*animationNext = _animationNext;
|
|
}
|
|
|
|
void AIScriptIzo::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
|
|
_animationState = animationState;
|
|
_animationFrame = animationFrame;
|
|
_animationStateNext = animationStateNext;
|
|
_animationNext = animationNext;
|
|
}
|
|
|
|
bool AIScriptIzo::ReachedMovementTrackWaypoint(int waypointId) {
|
|
return true;
|
|
}
|
|
|
|
void AIScriptIzo::FledCombat() {
|
|
// return false;
|
|
}
|
|
|
|
void AIScriptIzo::dialogueWithIzo() {
|
|
Dialogue_Menu_Clear_List();
|
|
DM_Add_To_List_Never_Repeat_Once_Selected(0, 7, 4, -1); // MOTIVES // A bug? This is a wrong option
|
|
|
|
if (Actor_Clue_Query(kActorMcCoy, kClueGrigorianInterviewA)) {
|
|
DM_Add_To_List_Never_Repeat_Once_Selected(10, 8, -1, -1); // LUCY // A bug? This is a wrong option
|
|
}
|
|
|
|
DM_Add_To_List_Never_Repeat_Once_Selected(20, 3, 7, 4); // REFERENCE // A bug? This is a wrong option
|
|
DM_Add_To_List_Never_Repeat_Once_Selected(30, -1, 3, 7); // DONE // A bug? why not Dialogue_Menu_Add_DONE_To_List?
|
|
|
|
Dialogue_Menu_Appear(320, 240);
|
|
int input = Dialogue_Menu_Query_Input();
|
|
Dialogue_Menu_Disappear();
|
|
|
|
switch (input) {
|
|
case 0: // MOTIVES -> Should be "LET GO"?
|
|
Actor_Says(kActorMcCoy, 5470, 15); // Get lost, Izo. Take off.
|
|
Actor_Says(kActorIzo, 710, 13); //
|
|
Actor_Set_Goal_Number(kActorIzo, kGoalIzoEscape);
|
|
Player_Gains_Control();
|
|
break;
|
|
|
|
case 10: // LUCY -> Should be split to "WEAPONS" AND "CRYSTAL" (if Replicant)?
|
|
if (Game_Flag_Query(kFlagIzoIsReplicant)) {
|
|
Actor_Says(kActorMcCoy, 5475, 18); // Listen, there's another Blade Runner after you and she won't stop to talk.
|
|
Actor_Says(kActorIzo, 720, 12);
|
|
Actor_Says(kActorMcCoy, 5485, 13); // Where did you get the hardware, Izo?
|
|
Actor_Says(kActorIzo, 740, 14);
|
|
Actor_Says(kActorMcCoy, 5495, 12);
|
|
Actor_Says(kActorIzo, 750, 15);
|
|
Actor_Says(kActorIzo, 760, 17);
|
|
Actor_Says(kActorMcCoy, 5500, 12);
|
|
Actor_Says(kActorIzo, 770, 15);
|
|
Actor_Says(kActorIzo, 780, 15);
|
|
Actor_Says(kActorMcCoy, 5505, 12); // I need to talk to Clovis.
|
|
Actor_Says(kActorIzo, 790, 15);
|
|
} else {
|
|
Actor_Says(kActorMcCoy, 5510, 15); // Where did you get the hardware, Izo?
|
|
Actor_Says(kActorIzo, 820, 13);
|
|
Actor_Says(kActorMcCoy, 5520, 13);
|
|
Actor_Says(kActorIzo, 830, 13);
|
|
Actor_Says(kActorIzo, 840, 13);
|
|
}
|
|
Actor_Set_Goal_Number(kActorIzo, kGoalIzoEscape);
|
|
Player_Gains_Control();
|
|
break;
|
|
|
|
case 20: // REFERENCE -> Should be VOIGT-KAMPFF
|
|
Actor_Says(kActorMcCoy, 5480, 18); // Look, just come along with me. You're gonna have to take a little personality test.
|
|
Actor_Set_Goal_Number(kActorIzo, kGoalIzoEscape);
|
|
Player_Gains_Control();
|
|
break;
|
|
|
|
case 30: // DONE
|
|
Player_Set_Combat_Mode(true);
|
|
Actor_Set_Goal_Number(kActorIzo, kGoalIzoEscape);
|
|
Player_Gains_Control();
|
|
break;
|
|
}
|
|
}
|
|
|
|
void AIScriptIzo::modifyWaypoints() {
|
|
switch (Random_Query(1, 10) - 1) {
|
|
case 0:
|
|
World_Waypoint_Set(484, kSetNR01, -212.58f, 23.38f, -1859.45f);
|
|
World_Waypoint_Set(485, kSetNR01, 355.49f, 31.66f, -859.81f);
|
|
World_Waypoint_Set(486, kSetNR02, -323.89f, -24.0f, 35.58f);
|
|
World_Waypoint_Set(487, kSetNR02, -211.89f, -24.0f, 35.58f);
|
|
AI_Movement_Track_Append(kActorIzo, 484, 1);
|
|
AI_Movement_Track_Append(kActorIzo, 485, 10);
|
|
AI_Movement_Track_Append(kActorIzo, 486, 1);
|
|
AI_Movement_Track_Append(kActorIzo, 487, 15);
|
|
AI_Movement_Track_Append(kActorIzo, 486, 1);
|
|
AI_Movement_Track_Append(kActorIzo, 485, 1);
|
|
AI_Movement_Track_Append(kActorIzo, 484, 1);
|
|
break;
|
|
|
|
case 1:
|
|
World_Waypoint_Set(484, kSetNR05_NR08, -1335.0f, 0.0f, -542.0f);
|
|
World_Waypoint_Set(485, kSetNR05_NR08, -1027.0f, 0.0f, -542.0f);
|
|
AI_Movement_Track_Append(kActorIzo, 484, 1);
|
|
AI_Movement_Track_Append(kActorIzo, 485, 20);
|
|
AI_Movement_Track_Append(kActorIzo, 484, 1);
|
|
break;
|
|
|
|
case 2:
|
|
World_Waypoint_Set(484, kSetHF01, -352.16f, 8.0f, -379.24f);
|
|
World_Waypoint_Set(485, kSetHF01, 108.2f, 8.0f, -934.80f);
|
|
AI_Movement_Track_Append(kActorIzo, 484, 1);
|
|
AI_Movement_Track_Append(kActorIzo, 485, 1);
|
|
break;
|
|
|
|
case 3:
|
|
World_Waypoint_Set(484, kSetHF03, 589.59f, 47.76f, -1153.76f);
|
|
World_Waypoint_Set(485, kSetHF03, 481.59f, 47.76f, -429.76f);
|
|
World_Waypoint_Set(486, kSetHF02, 524.0f, 47.76f, -562.0f);
|
|
World_Waypoint_Set(487, kSetHF02, -10.0f, 47.76f, -327.0f);
|
|
AI_Movement_Track_Append(kActorIzo, 484, 1);
|
|
AI_Movement_Track_Append(kActorIzo, 485, 1);
|
|
AI_Movement_Track_Append(kActorIzo, 486, 1);
|
|
AI_Movement_Track_Append(kActorIzo, 487, 1);
|
|
break;
|
|
|
|
default:
|
|
AI_Movement_Track_Append(kActorIzo, 34, 60); // kSetFreeSlotB
|
|
break;
|
|
}
|
|
}
|
|
|
|
} // End of namespace BladeRunner
|