scummvm/engines/bladerunner/script/ai/mccoy.cpp
2024-09-11 11:03:48 +03:00

2055 lines
55 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 {
AIScriptMcCoy::AIScriptMcCoy(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_animationLoopCounter = 0;
_animationLoopLength = 0;
_animationLoopDirection = 0;
_animationLoopFrameMin = 0;
_animationLoopFrameMax = 0;
_animationStateNextSpecial = 0;
_animationNextSpecial = 0;
_nextSoundId = -1;
_NR10SteeleShooting = false;
_fallSpeed = 0.0f;
_fallHeightCurrent = 0.0f;
_fallHeightTarget = 0.0f;
}
void AIScriptMcCoy::Initialize() {
_animationState = 0;
_animationFrame = 0;
_animationLoopCounter = 0;
_animationLoopLength = 30;
_animationLoopDirection = 1;
_animationLoopFrameMin = 0;
_animationLoopFrameMax = 3;
_animationStateNextSpecial = 3;
_animationNextSpecial = kModelAnimationMcCoyProtestingTalk;
_nextSoundId = -1;
_NR10SteeleShooting = false;
_fallSpeed = 0;
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyDefault);
}
bool AIScriptMcCoy::Update() {
if (_nextSoundId != -1) {
Sound_Play(_nextSoundId, 100, 0, 0, 50);
_nextSoundId = -1;
}
switch (Actor_Query_Goal_Number(kActorMcCoy)) {
case kGoalMcCoyBB11PrepareToRunAway:
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyBB11RunAway);
return true;
case kGoalMcCoyBB11RunAway:
if ( Actor_Query_Inch_Distance_From_Waypoint(kActorMcCoy, 316) < 36
&& !Game_Flag_Query(kFlagBB11SadikPunchedMcCoy)
) {
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeHit);
Game_Flag_Set(kFlagBB11SadikPunchedMcCoy);
}
if (Actor_Query_Inch_Distance_From_Waypoint(kActorMcCoy, 316) < 4) {
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyBB11GetCaught);
}
return true;
case kGoalMcCoyNRxxStandUp:
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyDefault);
if (Player_Query_Current_Set() == kSetNR03) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -166.0f, -70.19f, -501.0f, 0, false, false, false);
Actor_Face_Heading(kActorMcCoy, 300, false);
} else {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -461.0f, 0.0f, -373.0f, 0, false, false, false);
}
Player_Gains_Control();
return true;
case kGoalMcCoyNR01LayDrugged:
if (Global_Variable_Query(kVariableNR01GetUpCounter) >= 13) {
Global_Variable_Set(kVariableNR01GetUpCounter, 500);
}
#if BLADERUNNER_ORIGINAL_BUGS
if (Global_Variable_Query(kVariableNR01GetUpCounter) > 0) {
Global_Variable_Decrement(kVariableNR01GetUpCounter, 1);
}
#else
// Make it easier for McCoy to get up
// and possible at all for (our) high fps setting
if (Global_Variable_Query(kVariableNR01GetUpCounter) > 0) {
uint maxRandBound = 1;
if (Global_Variable_Query(kVariableNR01GetUpCounter) < 13) {
if (_vm->_framesPerSecondMax) {
maxRandBound = 4;
} else {
maxRandBound = 2;
}
}
if ((Random_Query(1, maxRandBound)) == 1) {
Global_Variable_Decrement(kVariableNR01GetUpCounter, 1);
}
}
#endif
break;
case kGoalMcCoyNR04PassOut:
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyDefault);
Actor_Set_Goal_Number(kActorEarlyQ, kGoalEarlyQNR04TakeDisk);
return true;
case kGoalMcCoyNR10Fall:
fallDown();
break;
case kGoalMcCoyUG15Fall:
fallDown();
break;
case kGoalMcCoyUG15Die:
Actor_Retired_Here(kActorMcCoy, 12, 48, true, -1);
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyGone);
break;
}
return false;
}
void AIScriptMcCoy::TimerExpired(int timer) {
}
void AIScriptMcCoy::CompletedMovementTrack() {
}
void AIScriptMcCoy::ReceivedClue(int clueId, int fromActorId) {
switch (clueId) {
case kClueDispatchHitAndRun: // added case for cut content
// fall through
case kClueChopstickWrapper:
// fall through
case kClueSushiMenu:
Spinner_Set_Selectable_Destination_Flag(kSpinnerDestinationChinatown, true);
break;
case kClueDragonflyEarring:
// fall through
case kClueBombingSuspect:
Spinner_Set_Selectable_Destination_Flag(kSpinnerDestinationAnimoidRow, true);
break;
case kClueKingstonKitchenBox1:
// fall through
case kClueKingstonKitchenBox2:
if (Query_Difficulty_Level() == kGameDifficultyEasy) {
Spinner_Set_Selectable_Destination_Flag(kSpinnerDestinationAnimoidRow, true);
}
break;
case kClueDragonflyCollection:
Spinner_Set_Selectable_Destination_Flag(kSpinnerDestinationNightclubRow, true);
break;
case kClueHysteriaToken:
// fall through
case kClueCarRegistration1:
// fall through
case kClueCarRegistration2:
// fall through
case kClueCarRegistration3:
// fall through
case kClueLichenDogWrapper:
Spinner_Set_Selectable_Destination_Flag(kSpinnerDestinationHysteriaHall, true);
Spinner_Set_Selectable_Destination_Flag(kSpinnerDestinationNightclubRow, true);
break;
case kClueWeaponsCache:
// fall through
case kClueWeaponsOrderForm:
// fall through
case kClueShippingForm:
// fall through
case kCluePoliceIssueWeapons:
Global_Variable_Increment(kVariableCorruptedGuzzaEvidence, 1);
break;
case kClueFolder:
Global_Variable_Increment(kVariableCorruptedGuzzaEvidence, 5);
break;
case kClueHomelessManKid:
// fall through
case kClueOriginalRequisitionForm:
Global_Variable_Increment(kVariableCorruptedGuzzaEvidence, 3);
break;
case kClueScaryChair:
// fall through
case kClueIzosStashRaided:
Global_Variable_Increment(kVariableCorruptedGuzzaEvidence, 2);
break;
case kClueDNATyrell:
// fall through
case kClueDNASebastian:
// fall through
case kClueDNAChew:
// fall through
case kClueDNAMoraji:
// fall through
case kClueDNALutherLance:
// fall through
case kClueDNAMarcus:
Global_Variable_Increment(kVariableDNAEvidence, 1);
break;
}
if ( Global_Variable_Query(kVariableCorruptedGuzzaEvidence) > 6
&& Global_Variable_Query(kVariableChapter) > 3
&& !Actor_Clue_Query(kActorMcCoy, kClueGuzzaFramedMcCoy)
) {
Delay(500);
Actor_Voice_Over(3320, kActorVoiceOver);
switch (clueId) {
case kClueWeaponsCache:
// fall through
case kClueWeaponsOrderForm:
// fall through
case kClueGuzzasCash:
// fall through
case kCluePoliceIssueWeapons:
// fall through
case kClueIzosStashRaided:
// fall through
case kClueOriginalRequisitionForm:
Actor_Voice_Over(3340, kActorVoiceOver);
Actor_Voice_Over(3350, kActorVoiceOver);
Actor_Voice_Over(3360, kActorVoiceOver);
Actor_Voice_Over(3370, kActorVoiceOver);
Actor_Voice_Over(3380, kActorVoiceOver);
break;
case kClueHomelessManKid:
Actor_Voice_Over(3330, kActorVoiceOver);
break;
case kClueScaryChair:
Actor_Voice_Over(3390, kActorVoiceOver);
Actor_Voice_Over(3400, kActorVoiceOver);
Actor_Voice_Over(3420, kActorVoiceOver);
break;
}
Actor_Clue_Acquire(kActorMcCoy, kClueGuzzaFramedMcCoy, true, -1);
if (clueId == kClueFolder) {
// if McCoy just got the folder
Actor_Voice_Over(2780, kActorVoiceOver);
Actor_Voice_Over(2800, kActorVoiceOver);
Actor_Voice_Over(2810, kActorVoiceOver);
} else if (Actor_Clue_Query(kActorMcCoy, kClueFolder)) {
// if McCoy already had the folder
Actor_Voice_Over(3430, kActorVoiceOver);
Actor_Voice_Over(3440, kActorVoiceOver);
Actor_Voice_Over(3450, kActorVoiceOver);
Actor_Voice_Over(3460, kActorVoiceOver);
Actor_Voice_Over(3470, kActorVoiceOver);
Actor_Voice_Over(3480, kActorVoiceOver);
Actor_Voice_Over(3490, kActorVoiceOver);
Actor_Voice_Over(3500, kActorVoiceOver);
} else {
// if McCoy never got the folder
Actor_Voice_Over(3510, kActorVoiceOver);
Actor_Voice_Over(3520, kActorVoiceOver);
Actor_Voice_Over(3530, kActorVoiceOver);
Actor_Voice_Over(3540, kActorVoiceOver);
}
}
}
void AIScriptMcCoy::ClickedByPlayer() {
}
void AIScriptMcCoy::EnteredSet(int setId) {
}
void AIScriptMcCoy::OtherAgentEnteredThisSet(int otherActorId) {
}
void AIScriptMcCoy::OtherAgentExitedThisSet(int otherActorId) {
}
void AIScriptMcCoy::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
}
void AIScriptMcCoy::ShotAtAndMissed() {
}
bool AIScriptMcCoy::ShotAtAndHit() {
return false;
}
void AIScriptMcCoy::Retired(int byActorId) {
if (byActorId == kActorSteele && Actor_Query_In_Set(kActorSteele, kSetHF06)) {
if (Actor_Query_In_Set(kActorDektora, kSetHF06)
&& Actor_Query_Goal_Number(kActorDektora) != kGoalDektoraGone) {
Non_Player_Actor_Combat_Mode_On(kActorSteele, kActorCombatStateUncover, true, kActorDektora, 15, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, 0, 100, 25, 300, false);
} else if (Actor_Query_In_Set(kActorLucy, kSetHF06)
&& Actor_Query_Goal_Number(kActorLucy) != kGoalLucyGone
) {
Non_Player_Actor_Combat_Mode_On(kActorSteele, kActorCombatStateUncover, true, kActorLucy, 15, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, 0, 100, 25, 300, false);
}
}
if (Actor_Query_In_Set(kActorMcCoy, kSetHF05)
&& Actor_Query_In_Set(kActorOfficerLeary, kSetHF05)
&& Actor_Query_In_Set(kActorDektora, kSetHF05)
&& Actor_Query_Goal_Number(kActorDektora) != kGoalDektoraGone
) {
Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateUncover, true, kActorDektora, 4, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, 0, 100, 25, 300, false);
}
if (Actor_Query_In_Set(kActorMcCoy, kSetHF05)
&& Actor_Query_In_Set(kActorOfficerGrayford, kSetHF05)
&& Actor_Query_In_Set(kActorDektora, kSetHF05)
&& Actor_Query_Goal_Number(kActorDektora) != kGoalDektoraGone
) {
Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateUncover, true, kActorDektora, 4, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, 0, 100, 25, 300, false);
}
if (Actor_Query_In_Set(kActorMcCoy, kSetHF05)
&& Actor_Query_In_Set(kActorOfficerLeary, kSetHF05)
&& Actor_Query_In_Set(kActorLucy, kSetHF05)
&& Actor_Query_Goal_Number(kActorLucy) != kGoalLucyGone
) {
Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateUncover, true, kActorLucy, 4, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, 0, 100, 25, 300, false);
}
if (Actor_Query_In_Set(kActorMcCoy, kSetHF05)
&& Actor_Query_In_Set(kActorOfficerGrayford, kSetHF05)
&& Actor_Query_In_Set(kActorLucy, kSetHF05)
&& Actor_Query_Goal_Number(kActorLucy) != kGoalLucyGone
) {
Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateUncover, true, kActorLucy, 4, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, 0, 100, 25, 300, false);
}
}
int AIScriptMcCoy::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptMcCoy::GoalChanged(int currentGoalNumber, int newGoalNumber) {
unsigned int affectionTowards;
switch (newGoalNumber) {
case kGoalMcCoyDefault:
return true;
case kGoalMcCoyDodge:
dodge();
return true;
case kGoalMcCoyLeanOverAndSearch:
_animationFrame = 0;
_animationState = 47;
return true;
case kGoalMcCoyBB11GetUp:
Actor_Set_At_Waypoint(kActorMcCoy, 315, 263);
_animationState = 53;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMcCoyFallsOnHisBack) - 1;
Actor_Set_Invisible(kActorMcCoy, false);
return true;
case kGoalMcCoyBB11RunAway:
Async_Actor_Walk_To_Waypoint(kActorMcCoy, 316, 0, true);
return true;
case kGoalMcCoyBB11GetCaught:
Actor_Face_Actor(kActorMcCoy, kActorSadik, true);
return true;
case kGoalMcCoyNRxxSitAtTable:
Player_Loses_Control();
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
return true;
case kGoalMcCoyNR01ThrownOut:
Actor_Put_In_Set(kActorMcCoy, kSetNR01);
Actor_Set_At_XYZ(kActorMcCoy, -204.0f, 24.0f, -817.0f, 256);
Actor_Set_Invisible(kActorMcCoy, false);
if (Game_Flag_Query(kFlagNR01McCoyIsDrugged)) {
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyNR01LayDrugged);
} else {
_animationState = 53;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMcCoyFallsOnHisBack) - 1;
// redundant?
Actor_Set_Invisible(kActorMcCoy, false);
}
return true;
case kGoalMcCoyNR01GetUp:
Actor_Face_Heading(kActorMcCoy, 512, false);
Actor_Face_Heading(kActorMcCoy, 768, true);
if (Random_Query(0, 1)) {
Actor_Change_Animation_Mode(kActorMcCoy, 18);
} else {
Actor_Change_Animation_Mode(kActorMcCoy, 16);
}
Delay(150);
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyDefault);
Player_Gains_Control();
return true;
case kGoalMcCoyNR01LayDrugged:
Global_Variable_Set(kVariableNR01GetUpCounter, 0);
Player_Set_Combat_Mode_Access(false);
Player_Gains_Control();
Scene_Exits_Disable();
_animationState = 68;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMcCoyFallsOnHisBack) - 1;
return true;
case kGoalMcCoyNR04Drink:
Actor_Change_Animation_Mode(kActorMcCoy, 75);
return true;
case kGoalMcCoyNR11Shoot:
_NR10SteeleShooting = Actor_Query_Goal_Number(kActorSteele) == kGoalSteeleNR11Shoot;
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatAttack);
return true;
case kGoalMcCoyNR10Fall:
Player_Set_Combat_Mode(false);
Preload(kModelAnimationMcCoyFallsOnHisBack);
Set_Enter(kSetNR10, kSceneNR10);
Player_Loses_Control();
Actor_Force_Stop_Walking(kActorMcCoy);
Actor_Put_In_Set(kActorMcCoy, kSetNR10);
Actor_Set_At_XYZ(kActorMcCoy, 14.0f, 110.84f, -300.0f, 926);
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
_animationState = 27;
_animationFrame = 0;
_fallHeightTarget = 2.84f;
_fallHeightCurrent = 110.84f;
_fallSpeed = -6.0f;
return true;
case kGoalMcCoyUG07Caught:
_animationState = 62;
_animationFrame = 0;
return true;
case kGoalMcCoyUG07BrokenFinger:
_animationState = 64;
_animationFrame = 0;
return true;
case kGoalMcCoyUG07Released:
_animationState = 65;
_animationFrame = 0;
return true;
case kGoalMcCoyCallWithGuzza:
Sound_Play(kSfxSPNBEEP9, 50, 0, 0, 50);
Delay(1000);
Sound_Play(kSfxVIDFONE1, 30, 0, 0, 50);
Delay(1000);
Sound_Play(kSfxSPNBEEP9, 50, 0, 0, 50);
Actor_Says(kActorGuzza, 1380, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 6610, 13);
Actor_Says(kActorGuzza, 1390, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 6615, 18);
if (_vm->_cutContent) {
Actor_Says(kActorGuzza, 1400, kAnimationModeTalk);
Actor_Says(kActorGuzza, 1410, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 6620, 15);
}
Actor_Says(kActorGuzza, 1420, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 6625, 11);
Actor_Says(kActorGuzza, 1430, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 6630, 12);
Actor_Says(kActorMcCoy, 6635, 17);
Actor_Says(kActorMcCoy, 6640, 13);
Actor_Says(kActorMcCoy, 6645, 19);
Actor_Says(kActorMcCoy, 6650, 18);
Actor_Says(kActorMcCoy, 6655, 11);
Actor_Says(kActorGuzza, 1440, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 6660, 17);
Actor_Says(kActorMcCoy, 6665, 13);
Delay(1000);
Actor_Says(kActorGuzza, 1450, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 6670, 14);
Actor_Says(kActorMcCoy, 6675, 11);
Actor_Says(kActorGuzza, 1460, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 6680, 12);
Actor_Says(kActorGuzza, 1470, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 6685, 13);
Delay(500);
Actor_Says(kActorMcCoy, 6695, 16);
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Says(kActorMcCoy, 6700, 17);
#else
// McCoy is interrupted here
Actor_Says_With_Pause(kActorMcCoy, 6700, 0.0f, 17);
#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Says(kActorGuzza, 1480, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 6705, 11);
Sound_Play(kSfxSPNBEEP9, 50, 0, 0, 50);
return true;
case kGoalMcCoyUG15Fall:
Actor_Force_Stop_Walking(kActorMcCoy);
Player_Loses_Control();
_fallHeightCurrent = 48.07f;
_fallSpeed = -4.0f;
_fallHeightTarget = -20.0f;
if (_animationState != 27
&& _animationState != 50
) {
_animationState = 50;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMcCoyFallsOnHisBack) - 1;
}
return true;
case kGoalMcCoyStartChapter5:
Actor_Set_Health(kActorMcCoy, 50, 50);
Game_Flag_Set(kFlagKP02Available);
affectionTowards = Global_Variable_Query(kVariableAffectionTowards);
if (affectionTowards == kAffectionTowardsSteele) {
Actor_Modify_Friendliness_To_Other(kActorSteele, kActorMcCoy, 3);
} else if (affectionTowards == kAffectionTowardsDektora) {
Actor_Modify_Friendliness_To_Other(kActorSteele, kActorMcCoy, -5);
Actor_Modify_Friendliness_To_Other(kActorClovis, kActorMcCoy, 3);
} else if (affectionTowards == kAffectionTowardsLucy) {
Actor_Modify_Friendliness_To_Other(kActorSteele, kActorMcCoy, -5);
Actor_Modify_Friendliness_To_Other(kActorClovis, kActorMcCoy, 5);
}
if (Game_Flag_Query(kFlagMcCoyFreedOfAccusations)) {
Actor_Modify_Friendliness_To_Other(kActorSteele, kActorMcCoy, 3);
}
if (Actor_Query_Friendliness_To_Other(kActorSteele, kActorMcCoy) < Actor_Query_Friendliness_To_Other(kActorClovis, kActorMcCoy)) {
Game_Flag_Set(kFlagMcCoyIsHelpingReplicants);
}
affectionTowards = Global_Variable_Query(kVariableAffectionTowards);
if (affectionTowards == kAffectionTowardsSteele) {
if (Game_Flag_Query(kFlagMcCoyIsHelpingReplicants)) {
Global_Variable_Set(kVariableAffectionTowards, kAffectionTowardsNone);
}
} else if (affectionTowards == kAffectionTowardsDektora
|| affectionTowards == kAffectionTowardsLucy) {
if (!Game_Flag_Query(kFlagMcCoyIsHelpingReplicants)) {
Global_Variable_Set(kVariableAffectionTowards, kAffectionTowardsNone);
}
}
if (!Game_Flag_Query(kFlagMcCoyIsHelpingReplicants)) {
Game_Flag_Set(kFlagMaggieHasBomb);
}
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Global_Variable_Set(kVariableChapter, 5);
Outtake_Play(kOuttakeMovieD, false, -1);
if (Game_Flag_Query(kFlagMcCoyFreedOfAccusations)) {
Chapter_Enter(5, kSetMA07, kSceneMA07);
} else {
Game_Flag_Set(kFlagMA06ToMA02);
Chapter_Enter(5, kSetMA02_MA04, kSceneMA02);
}
return true;
case kGoalMcCoyArrested:
Music_Stop(3u);
Player_Set_Combat_Mode(false);
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
_animationState = 0;
_animationFrame = 0;
Game_Flag_Set(kFlagMcCoyArrested);
Set_Enter(kSetPS09, kScenePS09);
return true;
}
return false;
}
bool AIScriptMcCoy::UpdateAnimation(int *animation, int *frame) {
int v7;
switch (_animationState) {
case 0:
*animation = kModelAnimationMcCoyIdle;
if (_animationLoopCounter < _animationLoopLength) {
_animationFrame += _animationLoopDirection;
if (_animationFrame > _animationLoopFrameMax) {
_animationFrame = _animationLoopFrameMax;
_animationLoopDirection = -1;
} else if (_animationFrame < _animationLoopFrameMin) {
_animationFrame = _animationLoopFrameMin;
_animationLoopDirection = 1;
}
++_animationLoopCounter;
} else {
_animationFrame += _animationLoopDirection;
_animationLoopLength = 0;
if (_animationFrame == 18 && Random_Query(0, 2)) {
_animationLoopDirection = -1;
_animationLoopCounter = 0;
_animationLoopFrameMin = 14;
_animationLoopFrameMax = 18;
_animationLoopLength = Random_Query(0, 30);
}
if (_animationFrame == 26) {
if (Random_Query(0, 2)) {
_animationLoopDirection = -1;
_animationLoopCounter = 0;
_animationLoopFrameMin = 23;
_animationLoopFrameMax = 26;
_animationLoopLength = Random_Query(0, 30);
}
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
if (Random_Query(0, 2)) {
_animationLoopCounter = 0;
_animationLoopFrameMin = 0;
_animationLoopFrameMax = 3;
_animationLoopLength = Random_Query(0, 45);
}
}
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
}
}
break;
case 3:
// fall through
case 4:
if (_animationFrame == 0 && !Game_Flag_Query(kFlagMcCoyAnimation1)) {
_animationFrame = 1;
_animationState = _animationStateNextSpecial;
*animation = _animationNextSpecial;
_animationStateNextSpecial = 4;
_animationNextSpecial = kModelAnimationMcCoyProtestingTalk;
} else if (_animationFrame <= 4 && Game_Flag_Query(kFlagMcCoyAnimation1)) {
Game_Flag_Reset(kFlagMcCoyAnimation1);
*animation = kModelAnimationMcCoyIdle;
_animationFrame = 0;
_animationState = 0;
} else {
*animation = kModelAnimationMcCoyProtestingTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
}
break;
case 5:
*animation = kModelAnimationMcCoyScratchHeadTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 3;
*animation = kModelAnimationMcCoyProtestingTalk;
}
break;
case 6:
*animation = kModelAnimationMcCoyScratchEarLongerTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 3;
*animation = kModelAnimationMcCoyProtestingTalk;
}
break;
case 7:
*animation = kModelAnimationMcCoyPointingTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 3;
*animation = kModelAnimationMcCoyProtestingTalk;
}
break;
case 8:
*animation = kModelAnimationMcCoyUpsetTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 3;
*animation = kModelAnimationMcCoyProtestingTalk;
}
break;
case 9:
*animation = kModelAnimationMcCoyDismissiveTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 3;
*animation = kModelAnimationMcCoyProtestingTalk;
}
break;
case 10:
*animation = kModelAnimationMcCoyScratchEarTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 3;
*animation = kModelAnimationMcCoyProtestingTalk;
}
break;
case 11:
*animation = kModelAnimationMcCoyHandsOnWaistTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 3;
*animation = kModelAnimationMcCoyProtestingTalk;
}
break;
case 12:
*animation = kModelAnimationMcCoyScratchEarLongerTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 3;
*animation = kModelAnimationMcCoyProtestingTalk;
}
break;
case 13:
*animation = kModelAnimationMcCoyIdle;
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(*animation) / 2) {
_animationFrame -= 3;
if (_animationFrame <= 0) {
_animationFrame = 0;
*animation = _animationNext;
_animationState = _animationStateNext;
}
} else {
_animationFrame += 3;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
*animation = _animationNext;
_animationState = _animationStateNext;
}
}
break;
case 14:
*animation = kModelAnimationMcCoyWithGunIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationState = 14;
_animationFrame = 0;
}
break;
case 15:
*animation = kModelAnimationMcCoyWithGunUnholsterGun;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 14;
*animation = kModelAnimationMcCoyWithGunIdle;
}
break;
case 16:
*animation = kModelAnimationMcCoyWithGunHolsterGun;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
*animation = kModelAnimationMcCoyIdle;
_animationFrame = 0;
_animationState = 0;
}
break;
case 17:
// this is just frame 0 always, McCoy doesn't animated shoot in this animation State
// animation state 21 is for the full shooting animation
*animation = kModelAnimationMcCoyWithGunShooting;
_animationFrame = 0;
// weird, but that's in game code
if (Slice_Animation_Query_Number_Of_Frames(*animation) <= 0) {
_animationFrame = 0;
_animationState = 17;
}
break;
case 18:
*animation = kModelAnimationMcCoyWithGunAiming;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 17;
*animation = kModelAnimationMcCoyWithGunShooting;
}
break;
case 19:
*animation = kModelAnimationMcCoyWithGunStopAimResumeIdle;
++_animationFrame;
if (_animationFrame >= 12) {
_animationFrame = 0;
_animationState = 14;
*animation = kModelAnimationMcCoyWithGunIdle;
}
break;
case 21:
*animation = kModelAnimationMcCoyWithGunShooting;
++_animationFrame;
if (_animationFrame == 1
&& Actor_Query_Goal_Number(kActorMcCoy) == kGoalMcCoyNR11Shoot
&& _NR10SteeleShooting
) {
_nextSoundId = kSfxSMCAL3;
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationState = 17;
_animationFrame = 0;
*animation = kModelAnimationMcCoyWithGunShooting;
#if BLADERUNNER_ORIGINAL_BUGS
#else
// Resume combat idle position even when shot at a target -- if it's no longer a target (dead or moved)
ChangeAnimationMode(kAnimationModeCombatIdle);
#endif // BLADERUNNER_ORIGINAL_BUGS
if (Actor_Query_Goal_Number(kActorMcCoy) == kGoalMcCoyNR11Shoot) {
_animationFrame = 0;
_animationState = 21;
_NR10SteeleShooting = true;
*animation = kModelAnimationMcCoyWithGunShooting;
}
}
break;
case 22:
_animationFrame = 0;
_animationState = 17;
*animation = kModelAnimationMcCoyWithGunShooting;
break;
case 23:
*animation = kModelAnimationMcCoyWithGunGotHitRight;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 14;
*animation = kModelAnimationMcCoyWithGunIdle;
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatIdle);
}
break;
case 24:
*animation = kModelAnimationMcCoyWithGunGotHitRight;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 14;
*animation = kModelAnimationMcCoyWithGunIdle;
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatIdle);
}
break;
case 25:
*animation = kModelAnimationMcCoyGotHitRight;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
*animation = kModelAnimationMcCoyIdle;
_animationFrame = 0;
_animationState = 0;
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
}
break;
case 26:
*animation = kModelAnimationMcCoyGotHitRight;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
*animation = kModelAnimationMcCoyIdle;
_animationFrame = 0;
_animationState = 0;
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
}
break;
case 27:
*animation = kModelAnimationMcCoyFallsOnHisBack;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
_animationState = 50;
UG15fall();
if (Actor_Query_Goal_Number(kActorMcCoy) == kGoalMcCoyNR04Drink) {
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyNR04PassOut);
}
}
break;
case 28:
*animation = kModelAnimationMcCoyWithGunShotDead;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
_animationState = 50;
UG15fall();
}
break;
case 29:
*animation = kModelAnimationMcCoyFallsOnHisBack;
_animationFrame += _animationLoopDirection;
if (_animationFrame < 14) {
_animationLoopDirection = 1;
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
*animation = kModelAnimationMcCoyFallsOnHisBack;
_animationState = 27;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
}
break;
case 30:
*animation = kModelAnimationMcCoyWalking;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
if (_animationFrame == 2) {
Sound_Right_Footstep_Walk(kActorMcCoy);
} else if (_animationFrame == 10) {
Sound_Left_Footstep_Walk(kActorMcCoy);
}
break;
case 31:
*animation = kModelAnimationMcCoyRunning;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
if (_animationFrame == 5) {
Sound_Left_Footstep_Run(kActorMcCoy);
} else if (_animationFrame == 12) {
Sound_Right_Footstep_Run(kActorMcCoy);
}
break;
case 32:
_animationFrame = 1;
_animationState = 30;
*animation = kModelAnimationMcCoyWalking;
break;
case 36:
*animation = kModelAnimationMcCoyWithGunWalking;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
if (_animationFrame == 15) {
Sound_Left_Footstep_Walk(kActorMcCoy);
}
if (_animationFrame == 6) {
Sound_Right_Footstep_Walk(kActorMcCoy);
}
break;
case 37:
*animation = kModelAnimationMcCoyWithGunRunning;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
if (_animationFrame == 6) {
Sound_Left_Footstep_Run(kActorMcCoy);
}
if (_animationFrame == 0) {
Sound_Right_Footstep_Run(kActorMcCoy);
}
break;
case 38:
*animation = kModelAnimationMcCoyClimbStairsUp;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
if (_animationFrame == 9) {
Sound_Left_Footstep_Walk(kActorMcCoy);
} else if (_animationFrame == 4) {
Sound_Right_Footstep_Walk(kActorMcCoy);
}
if (Game_Flag_Query(kFlagHF07toHF05)) {
walkStairsLeft(0.5f);
}
break;
case 39:
*animation = kModelAnimationMcCoyClimbStairsDown;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
if (_animationFrame == 8) {
Sound_Left_Footstep_Walk(kActorMcCoy);
} else if (_animationFrame == 3) {
Sound_Right_Footstep_Walk(kActorMcCoy);
}
if (Game_Flag_Query(kFlagHF05toHF07)) {
walkStairsRight(-0.2f);
}
break;
case 40:
*animation = kModelAnimationMcCoyWithGunClimbStairsUp;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
if (_animationFrame == 8) {
Sound_Left_Footstep_Walk(kActorMcCoy);
} else if (_animationFrame == 3) {
Sound_Right_Footstep_Walk(kActorMcCoy);
}
if (Game_Flag_Query(kFlagHF07toHF05)) {
walkStairsLeft(0.5f);
}
break;
case 41:
*animation = kModelAnimationMcCoyWithGunClimbStairsDown;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
if (_animationFrame == 9) {
Sound_Left_Footstep_Walk(kActorMcCoy);
} else if (_animationFrame == 4) {
Sound_Right_Footstep_Walk(kActorMcCoy);
}
if (Game_Flag_Query(kFlagHF05toHF07)) {
walkStairsRight(-0.2f);
}
break;
case 42:
*animation = kModelAnimationMcCoyClimbsLadderUp;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation) - 1) { //why -1?
_animationFrame = 0;
}
switch (_animationFrame) {
case 9:
Sound_Left_Footstep_Walk(kActorMcCoy);
break;
case 4:
Sound_Right_Footstep_Walk(kActorMcCoy);
break;
case 1:
Sound_Right_Footstep_Walk(kActorMcCoy);
break;
}
break;
case 43:
*animation = kModelAnimationMcCoyClimbsLadderDown;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation) - 1) { //why -1?
_animationFrame = 0;
}
switch (_animationFrame) {
case 1:
Sound_Right_Footstep_Walk(kActorMcCoy);
break;
case 4:
Sound_Right_Footstep_Walk(kActorMcCoy);
break;
case 9:
Sound_Left_Footstep_Walk(kActorMcCoy);
break;
}
break;
case 44:
*animation = kModelAnimationMcCoyThrowsBeggarInTrash;
++_animationFrame;
if (_animationFrame == 127) {
Game_Flag_Set(kFlagCT04BodyDumped);
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
*animation = kModelAnimationMcCoyIdle;
_animationFrame = 0;
ChangeAnimationMode(kAnimationModeIdle);
Actor_Set_At_XYZ(kActorMcCoy, -203.41f, -621.3f, 724.57f, 538);
Player_Gains_Control();
}
break;
case 45:
*animation = kModelAnimationMcCoyEntersSpinner;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
Actor_Set_Invisible(kActorMcCoy, true);
*animation = kModelAnimationMcCoyIdle;
_animationFrame = 0;
ChangeAnimationMode(kAnimationModeIdle);
}
break;
case 46:
Actor_Set_Invisible(kActorMcCoy, false);
*animation = kModelAnimationMcCoyExitsSpinner;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
*animation = kModelAnimationMcCoyIdle;
_animationFrame = 0;
Player_Gains_Control();
ChangeAnimationMode(kAnimationModeIdle);
Actor_Face_Heading(kActorMcCoy, (Actor_Query_Facing_1024(kActorMcCoy) + 512) & 1023, false);
}
break;
case 47:
*animation = kModelAnimationMcCoyLeaningOver;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 48;
*animation = kModelAnimationMcCoyLeaningOverSearching;
}
break;
case 48:
*animation = kModelAnimationMcCoyLeaningOverSearching;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 49;
*animation = kModelAnimationMcCoyLeaningOverResumeIdle;
}
break;
case 49:
*animation = kModelAnimationMcCoyLeaningOverResumeIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyDefault);
*animation = kModelAnimationMcCoyIdle;
_animationFrame = 0;
ChangeAnimationMode(kAnimationModeIdle);
}
break;
case 50:
*animation = kModelAnimationMcCoyFallsOnHisBack;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
break;
case 51:
*animation = kModelAnimationMcCoyDodgeAndDrawGun;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
Player_Set_Combat_Mode(true);
ChangeAnimationMode(kAnimationModeCombatIdle);
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyDefault);
_animationFrame = 0;
Player_Gains_Control();
}
break;
case 52:
*animation = kModelAnimationMcCoyDiesInAgony;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
_animationState = 50;
}
break;
case 53:
*animation = kModelAnimationMcCoyFallsOnHisBack;
--_animationFrame;
if (_animationFrame <= 0) {
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
*animation = kModelAnimationMcCoyIdle;
_animationFrame = 0;
_animationState = 0;
if (Actor_Query_Goal_Number(kActorMcCoy) == kGoalMcCoyBB11GetUp) {
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyBB11PrepareToRunAway);
}
if (Actor_Query_Goal_Number(kActorMcCoy) == kGoalMcCoyNR01ThrownOut) {
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyNR01GetUp);
}
}
break;
case 55:
*animation = kModelAnimationMcCoyGivesFromPocket;
++_animationFrame;
if (_animationFrame == 7) {
Actor_Change_Animation_Mode(kActorMaggie, kAnimationModeFeeding);
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
*animation = kModelAnimationMcCoyIdle;
_animationState = 0;
}
break;
case 56:
*animation = kModelAnimationMcCoyStartled;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
if (Actor_Query_Which_Set_In(kActorMcCoy) == kSetUG15) {
_animationState = 27;
} else {
*animation = kModelAnimationMcCoyIdle;
_animationState = 0;
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
}
}
break;
case 57:
*animation = kModelAnimationMcCoyTiedInChairIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
if (!Game_Flag_Query(kFlagMcCoyTiedDown)) {
_animationFrame = 0;
_animationState = 59;
*animation = kModelAnimationMcCoyTiedInChairFreed;
}
break;
case 58:
*animation = kModelAnimationMcCoyTiedInChairMoving;
++_animationFrame;
if (_animationFrame == 6) {
// Play one of kSfxCHARMTL7, kSfxCHARMTL8, kSfxCHARMTL9
Ambient_Sounds_Play_Sound(Random_Query(kSfxCHARMTL7, kSfxCHARMTL9), 39, 0, 0, 99);
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation) - 1) { //why -1? a bug?
_animationFrame = 0;
}
break;
case 59:
*animation = kModelAnimationMcCoyTiedInChairFreed;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
*animation = kModelAnimationMcCoyIdle;
_animationFrame = 0;
_animationLoopLength = 0;
_animationState = 0;
Player_Gains_Control();
Item_Add_To_World(kItemChair, kModelAnimationYukonHotelChair, kSetCT08_CT51_UG12, -110.0, 0.0, -192.0, 0, 48, 32, false, true, false, false);
}
break;
case 60:
*animation = kModelAnimationMcCoySittingToUseConsole;
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(*animation) - 1) {
++_animationFrame;
}
break;
case 61:
*animation = kModelAnimationMcCoySittingToUseConsole;
--_animationFrame;
if (_animationFrame <= 0) {
*animation = kModelAnimationMcCoyIdle;
_animationFrame = 0;
_animationState = 0;
if (Actor_Query_Goal_Number(kActorMcCoy) == kGoalMcCoyNRxxSitAtTable) {
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyNRxxStandUp);
}
}
break;
case 62:
*animation = kModelAnimationMcCoyWithGunGrabbedByArm0;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 63;
*animation = kModelAnimationMcCoyWithGunGrabbedByArm1;
}
break;
case 63:
*animation = kModelAnimationMcCoyWithGunGrabbedByArm1;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
break;
case 64:
*animation = kModelAnimationMcCoyWithGunGrabbedByArmHurt;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 63;
*animation = kModelAnimationMcCoyWithGunGrabbedByArm1;
}
break;
case 65:
*animation = kModelAnimationMcCoyWithGunGrabbedByArmFreed;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
_animationState = 14;
*animation = kModelAnimationMcCoyWithGunIdle;
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyDefault);
}
break;
case 66:
*animation = kModelAnimationMcCoyGiveMovement;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
*animation = kModelAnimationMcCoyIdle;
_animationFrame = 0;
_animationState = 0;
}
break;
case 67:
*animation = kModelAnimationMcCoyDrinkingBooze;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
*animation = kModelAnimationMcCoyIdle;
_animationState = 0;
_animationFrame = 0;
if (Actor_Query_Goal_Number(kActorMcCoy) == kGoalMcCoyNR04Drink) {
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
}
}
break;
case 68:
*animation = kModelAnimationMcCoyFallsOnHisBack;
v7 = Slice_Animation_Query_Number_Of_Frames(*animation) - 1 - Global_Variable_Query(kVariableNR01GetUpCounter);
if (_animationFrame < v7) {
++_animationFrame;
} else if (_animationFrame > v7) {
--_animationFrame;
}
if (_animationFrame <= 0) {
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
*animation = kModelAnimationMcCoyIdle;
_animationState = 0;
_animationFrame = 0;
Game_Flag_Reset(kFlagNR01McCoyIsDrugged);
Scene_Exits_Enable();
Player_Set_Combat_Mode_Access(true);
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyDefault);
}
break;
case 69:
*animation = kModelAnimationMcCoyCrouchingDown;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeSit);
*animation = kModelAnimationMcCoyCrouchedIdle;
}
break;
case 70:
*animation = kModelAnimationMcCoyCrouchedIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
break;
case 71:
*animation = kModelAnimationMcCoyCrouchedGetsUp;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
*animation = kModelAnimationMcCoyIdle;
_animationFrame = 0;
_animationState = 0;
Player_Gains_Control();
}
break;
default:
debugC(6, kDebugAnimation, "AIScriptMcCoy::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptMcCoy::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
if (Game_Flag_Query(kFlagMcCoyTiedDown)) {
if (_animationFrame <= 6) {
// Play one of kSfxCHARMTL7, kSfxCHARMTL8, kSfxCHARMTL9
Ambient_Sounds_Play_Sound(Random_Query(kSfxCHARMTL7, kSfxCHARMTL9), 39, 0, 0, 99);
}
_animationState = 57;
_animationFrame = 0;
return true;
}
switch (_animationState) {
case 3:
// fall through
case 4:
// fall through
case 5:
// fall through
case 6:
// fall through
case 7:
// fall through
case 8:
// fall through
case 9:
// fall through
case 10:
// fall through
case 11:
// fall through
case 12:
Game_Flag_Set(kFlagMcCoyAnimation1);
_animationLoopCounter = 0;
_animationLoopLength = 30;
_animationLoopFrameMin = 0;
_animationLoopDirection = 1;
_animationLoopFrameMax = 3;
return true;
case 14:
// fall through
case 17:
// fall through
case 20:
// fall through
case 21:
// fall through
case 36:
_animationState = 16;
_animationFrame = 0;
return true;
case 15:
_animationState = 16;
_animationFrame = 16 - ((16 * _animationFrame) / 12);
return true;
case 16:
// fall through
case 25:
// fall through
case 26:
// fall through
case 55:
return true;
case 60:
_animationState = 61;
return true;
default:
_animationState = 0;
_animationFrame = 0;
_animationLoopLength = 0;
return true;
}
break;
case kAnimationModeWalk:
if (_animationState != 27
&& _animationState != 50
) {
if (Game_Flag_Query(kFlagMcCoyTiedDown)) {
_animationState = 58;
_animationFrame = 0;
} else {
_animationState = 32;
_animationFrame = 0;
}
}
break;
case kAnimationModeRun:
if (_animationState != 27
&& _animationState != 50
) {
if (Game_Flag_Query(kFlagMcCoyTiedDown)) {
_animationState = 58;
_animationFrame = 4;
} else {
_animationState = 31;
_animationFrame = 0;
}
}
break;
case kAnimationModeTalk:
if (_animationState < 3 || _animationState > 12) {
_animationState = 13;
_animationStateNext = 3;
_animationNext = kModelAnimationMcCoyProtestingTalk;
} else {
Game_Flag_Reset(kFlagMcCoyAnimation1);
_animationStateNextSpecial = 4;
_animationNextSpecial = kModelAnimationMcCoyProtestingTalk;
}
break;
case kAnimationModeCombatIdle:
switch (_animationState) {
case 14:
// fall through
case 15:
// fall through
case 19:
// fall through
case 21:
break;
case 16:
_animationState = 15;
_animationFrame = 12 - ((12 * _animationFrame) / 16);
break;
case 17:
// fall through
case 20:
_animationState = 19;
_animationFrame = 0;
break;
case 18:
_animationState = 19;
_animationFrame = 13 * ((8 - _animationFrame) / 8);
break;
case 22:
_animationState = 19;
_animationFrame = 41;
break;
case 36:
// fall through
case 37:
// fall through
case 40:
// fall through
case 41:
// fall through
case 51:
_animationState = 14;
_animationFrame = 0;
break;
default:
_animationState = 15;
_animationFrame = 0;
break;
}
break;
case kAnimationModeCombatAim:
switch (_animationState) {
case 17:
// fall through
case 18:
// fall through
case 21:
break;
case 19:
_animationState = 18;
_animationFrame = 8 * (13 - _animationFrame) / 13;
break;
case 22:
_animationState = 22;
_animationFrame = 0;
break;
default:
_animationState = 18;
_animationFrame = 0;
break;
}
break;
case kAnimationModeCombatAttack:
_animationState = 21;
_animationFrame = 0;
break;
case kAnimationModeCombatWalk:
if (_animationState != 27 && _animationState != 50) {
_animationState = 36;
_animationFrame = 0;
}
break;
case kAnimationModeCombatRun:
if (_animationState != 27 && _animationState != 50) {
_animationState = 37;
_animationFrame = 0;
}
break;
case 9:
// fall through
case 12:
if (_animationState < 3 || _animationState > 12) {
_animationState = 13;
_animationStateNext = 5;
_animationNext = kModelAnimationMcCoyScratchHeadTalk;
} else {
Game_Flag_Reset(kFlagMcCoyAnimation1);
_animationStateNextSpecial = 5;
_animationNextSpecial = kModelAnimationMcCoyScratchHeadTalk;
}
break;
case 10:
// fall through
case 13:
if (_animationState < 3 || _animationState > 12) {
_animationState = 13;
_animationStateNext = 6;
_animationNext = kModelAnimationMcCoyScratchEarLongerTalk;
} else {
Game_Flag_Reset(kFlagMcCoyAnimation1);
_animationStateNextSpecial = 6;
_animationNextSpecial = kModelAnimationMcCoyScratchEarLongerTalk;
}
break;
case 11:
// fall through
case 14:
if (_animationState < 3 || _animationState > 12) {
_animationState = 13;
_animationStateNext = 7;
_animationNext = kModelAnimationMcCoyPointingTalk;
} else {
Game_Flag_Reset(kFlagMcCoyAnimation1);
_animationStateNextSpecial = 7;
_animationNextSpecial = kModelAnimationMcCoyPointingTalk;
}
break;
case 15:
if (_animationState < 3 || _animationState > 12) {
_animationState = 13;
_animationStateNext = 8;
_animationNext = kModelAnimationMcCoyUpsetTalk;
} else {
Game_Flag_Reset(kFlagMcCoyAnimation1);
_animationStateNextSpecial = 8;
_animationNextSpecial = kModelAnimationMcCoyUpsetTalk;
}
break;
case 16:
if (_animationState < 3 || _animationState > 12) {
_animationState = 13;
_animationStateNext = 9;
_animationNext = kModelAnimationMcCoyDismissiveTalk;
} else {
Game_Flag_Reset(kFlagMcCoyAnimation1);
_animationStateNextSpecial = 9;
_animationNextSpecial = kModelAnimationMcCoyDismissiveTalk;
}
break;
case 17:
if (_animationState < 3 || _animationState > 12) {
_animationState = 13;
_animationStateNext = 10;
_animationNext = kModelAnimationMcCoyScratchEarTalk;
} else {
Game_Flag_Reset(kFlagMcCoyAnimation1);
_animationStateNextSpecial = 10;
_animationNextSpecial = kModelAnimationMcCoyScratchEarTalk;
}
break;
case 18:
if (_animationState < 3 || _animationState > 12) {
_animationState = 13;
_animationStateNext = 11;
_animationNext = kModelAnimationMcCoyHandsOnWaistTalk;
} else {
Game_Flag_Reset(kFlagMcCoyAnimation1);
_animationStateNextSpecial = 11;
_animationNextSpecial = kModelAnimationMcCoyHandsOnWaistTalk;
}
break;
case 19:
if (_animationState < 3 || _animationState > 12) {
_animationState = 13;
_animationStateNext = 12;
_animationNext = kModelAnimationMcCoyScratchEarLongerTalk;
} else {
Game_Flag_Reset(kFlagMcCoyAnimation1);
_animationStateNextSpecial = 12;
_animationNextSpecial = kModelAnimationMcCoyScratchEarLongerTalk;
}
break;
case kAnimationModeDodge:
dodge();
break;
case kAnimationModeHit:
switch (_animationState) {
case 14:
// fall through
case 15:
// fall through
case 17:
// fall through
case 18:
// fall through
case 19:
// fall through
case 20:
// fall through
case 21:
// fall through
case 22:
if (Random_Query(0, 1) == 1) {
_animationState = 24;
} else {
_animationState = 23;
}
_animationFrame = 0;
break;
default:
if (Random_Query(0, 1) == 1) {
_animationState = 26;
} else {
_animationState = 25;
}
_animationFrame = 0;
break;
}
break;
case kAnimationModeCombatHit:
if (Random_Query(0, 1) == 1) {
_animationState = 23;
} else {
_animationState = 24;
}
_animationFrame = 0;
break;
case 23:
_animationState = 66;
_animationFrame = 0;
break;
case 29:
Player_Loses_Control();
_animationFrame = 0;
_animationState = 71;
break;
case 38:
_animationState = 47;
_animationFrame = 0;
break;
case 39:
_animationFrame = 0;
_animationState = 52;
if (Player_Query_Current_Set() == kSetCT02) {
_animationFrame = 23;
}
break;
case 40:
_animationState = 44;
_animationFrame = 0;
break;
case kAnimationModeSpinnerGetIn:
_animationState = 45;
_animationFrame = 0;
break;
case kAnimationModeSpinnerGetOut:
_animationState = 46;
_animationFrame = 0;
Player_Loses_Control();
break;
case kAnimationModeWalkUp:
_animationState = 38;
_animationFrame = 0;
break;
case kAnimationModeWalkDown:
_animationState = 39;
_animationFrame = 0;
break;
case kAnimationModeCombatWalkUp:
_animationState = 40;
_animationFrame = 0;
break;
case kAnimationModeCombatWalkDown:
_animationState = 41;
_animationFrame = 0;
break;
case kAnimationModeDie:
switch (_animationState) {
case 14:
// fall through
case 15:
// fall through
case 17:
// fall through
case 18:
// fall through
case 19:
// fall through
case 20:
// fall through
case 21:
// fall through
case 22:
_animationState = 28;
_animationFrame = 0;
break;
case 27:
// fall through
case 28:
// fall through
case 50:
break;
default:
_animationState = 27;
_animationFrame = 0;
break;
}
break;
case kAnimationModeCombatDie:
_animationState = 28;
_animationFrame = 0;
break;
case 51:
_animationState = 27;
_animationFrame = 0;
break;
case kAnimationModeFeeding:
_animationState = 55;
_animationFrame = 0;
break;
case kAnimationModeSit:
if (_animationState != 60 && (Player_Query_Current_Set() == kSetNR03 || Player_Query_Current_Set() == kSetNR05_NR08)) {
_animationState = 60;
_animationFrame = 0;
} else {
_animationFrame = 0;
_animationState = 70;
}
break;
case kAnimationModeClimbUp:
// fall through
case kAnimationModeCombatClimbUp:
_animationState = 42;
_animationFrame = 0;
break;
case kAnimationModeClimbDown:
// fall through
case kAnimationModeCombatClimbDown:
_animationState = 43;
_animationFrame = 0;
break;
case 68:
_animationState = 29;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMcCoyFallsOnHisBack) - 1;
_animationLoopDirection = -1;
break;
case 75:
_animationState = 67;
_animationFrame = 0;
break;
case 85:
_animationFrame = 0;
_animationState = 69;
break;
default:
debugC(6, kDebugAnimation, "AIScriptMcCoy::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptMcCoy::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptMcCoy::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptMcCoy::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptMcCoy::FledCombat() {}
void AIScriptMcCoy::fallDown() {
float x, y, z;
Actor_Query_XYZ(kActorMcCoy, &x, &y, &z);
_fallHeightCurrent = _fallHeightCurrent + _fallSpeed;
if (_fallHeightTarget < _fallHeightCurrent) {
_fallSpeed = _fallSpeed - 0.2f;
} else {
_fallHeightCurrent = _fallHeightTarget;
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyDefault);
Actor_Retired_Here(kActorMcCoy, 12, 48, true, -1);
}
return Actor_Set_At_XYZ(kActorMcCoy, x, _fallHeightCurrent, z, Actor_Query_Facing_1024(kActorMcCoy));
}
void AIScriptMcCoy::UG15fall() {
if (Actor_Query_Which_Set_In(kActorMcCoy) == kSetUG15
&& Actor_Query_Goal_Number(kActorMcCoy) != kGoalMcCoyUG15Fall
&& !Game_Flag_Query(kFlagUG15BridgeBroken)
) {
float x, y, z;
Actor_Query_XYZ(kActorMcCoy, &x, &y, &z);
if (z < 220.0f && -210.0f < x && x < -70.0f) {
Game_Flag_Set(kFlagUG15BridgeBroken);
Scene_Loop_Set_Default(3); // kUG15LoopMainLoopBridgeBroken
Scene_Loop_Start_Special(kSceneLoopModeOnce, 2, true); // kUG15LoopBridgeBreaks
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyUG15Fall);
Actor_Query_XYZ(kActorFreeSlotA, &x, &y, &z);
if (-200.0 < x && x < -62.0f) {
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAUG15Fall);
}
} else {
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyUG15Die);
}
}
}
void AIScriptMcCoy::dodge() {
int setId = Actor_Query_Which_Set_In(kActorMcCoy);
if (setId == kSetCT02) {
_animationState = 51;
_animationFrame = 0;
Player_Loses_Control();
Game_Flag_Set(kFlagCT02ZubenFled);
} else if (setId == kSetRC03 || setId == kSetUG15) {
_animationState = 56;
_animationFrame = 0;
}
}
void AIScriptMcCoy::walkStairsLeft(float stepHeight) {
float x, y, z;
int currentAngle = Actor_Query_Facing_1024(kActorMcCoy);
Actor_Query_XYZ(kActorMcCoy, &x, &y, &z);
int angle = currentAngle - 12;
if (angle < 0) {
angle = currentAngle + 1012;
}
if (angle > 1023) {
angle -= 1024;
}
Actor_Set_At_XYZ(kActorMcCoy, x, y + stepHeight, z, angle);
}
void AIScriptMcCoy::walkStairsRight(float stepHeight) {
float x, y, z;
int currentAngle = Actor_Query_Facing_1024(kActorMcCoy);
Actor_Query_XYZ(kActorMcCoy, &x, &y, &z);
int angle = currentAngle + 15;
if (angle < 0) {
angle = currentAngle + 1039;
}
if (angle > 1023) {
angle -= 1024;
}
return Actor_Set_At_XYZ(kActorMcCoy, x, y + stepHeight, z, angle);
}
} // End of namespace BladeRunner