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

494 lines
14 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 {
AIScriptMoraji::AIScriptMoraji(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_var1 = 1;
_varNumOfTimesToHoldCurrentFrame = 0;
}
void AIScriptMoraji::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_var1 = 1;
_varNumOfTimesToHoldCurrentFrame = 0;
Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiDefault);
}
bool AIScriptMoraji::Update() {
if ( Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiDefault
&& Player_Query_Current_Scene() == kSceneDR05
&& !Game_Flag_Query(kFlagDR05BombActivated)
) {
AI_Countdown_Timer_Reset(kActorMoraji, kActorTimerAIScriptCustomTask2);
int bombTime = 30; // Original value
if (_vm->_cutContent && Query_Difficulty_Level() == kGameDifficultyEasy)
bombTime += 10; // Extend the bomb timer duration when in Dermo Design (where Moraji is chained)
AI_Countdown_Timer_Start(kActorMoraji, kActorTimerAIScriptCustomTask2, bombTime);
Game_Flag_Set(kFlagDR05BombActivated);
return true;
}
if (Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiScream) {
Actor_Says(kActorMoraji, 80, 13);
_animationState = 9;
_animationFrame = -1;
Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiGetUp);
}
return false;
}
void AIScriptMoraji::TimerExpired(int timer) {
if (timer == kActorTimerAIScriptCustomTask2) {
AI_Countdown_Timer_Reset(kActorMoraji, kActorTimerAIScriptCustomTask2);
if (Actor_Query_Goal_Number(kActorMoraji) != kGoalMorajiJump
&& Actor_Query_Goal_Number(kActorMoraji) != kGoalMorajiLayDown
&& Actor_Query_Goal_Number(kActorMoraji) != kGoalMorajiPerished
) {
Game_Flag_Set(kFlagDR05BombWillExplode);
}
return; //true;
}
return; //false;
}
void AIScriptMoraji::CompletedMovementTrack() {
if (Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiRunOut) {
AI_Countdown_Timer_Reset(kActorMoraji, kActorTimerAIScriptCustomTask2);
Game_Flag_Set(kFlagDR05BombWillExplode);
_animationState = 3;
return; //true;
}
return; //false
}
void AIScriptMoraji::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptMoraji::ClickedByPlayer() {
//return false;
}
void AIScriptMoraji::EnteredSet(int setId) {
// return false;
}
void AIScriptMoraji::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptMoraji::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptMoraji::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptMoraji::ShotAtAndMissed() {
// return false;
}
bool AIScriptMoraji::ShotAtAndHit() {
if (Actor_Query_Goal_Number(kActorMoraji)) {
if (Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiLayDown) {
Game_Flag_Set(kFlagDR04McCoyShotMoraji);
Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiDie);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordArrivesToDR04);
return true;
} else {
return false;
}
} else {
Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiShot);
return true;
}
}
void AIScriptMoraji::Retired(int byActorId) {
// return false;
}
int AIScriptMoraji::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptMoraji::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case kGoalMorajiDefault:
Actor_Put_In_Set(kActorMoraji, kSetDR05);
Actor_Set_At_XYZ(kActorMoraji, 50.0f, 0.30f, 35.0f, 414);
Actor_Set_Targetable(kActorMoraji, true);
return false;
case kGoalMorajiShot:
// applies only when shot inside the Dermo Design Lab
Actor_Set_Targetable(kActorMoraji, false);
#if BLADERUNNER_ORIGINAL_BUGS
Sound_Play(kSfxFEMHURT2, 100, 0, 0, 50); // Original code has female scream here (FEMHURT2)
#else
Sound_Play_Speech_Line(kActorMoraji, 9020, 50, 0, 50); // fix: Use Moraji's death SPCHSFX, also lower volume
#endif // BLADERUNNER_ORIGINAL_BUGS
_animationState = 10;
_animationFrame = 0;
Actor_Retired_Here(kActorMoraji, 60, 16, true, -1);
return true;
case kGoalMorajiFreed:
Actor_Set_Targetable(kActorMoraji, false);
_animationState = 8;
_animationFrame = 1;
return true;
case kGoalMorajiRunOut:
_animationState = 3;
_animationFrame = 0;
AI_Movement_Track_Flush(kActorMoraji);
AI_Movement_Track_Append_Run(kActorMoraji, 95, 0);
AI_Movement_Track_Append_Run(kActorMoraji, 96, 0);
AI_Movement_Track_Append_Run(kActorMoraji, 97, 0);
AI_Movement_Track_Append_Run(kActorMoraji, 98, 0);
AI_Movement_Track_Repeat(kActorMoraji);
return true;
case kGoalMorajiJump:
_animationState = 11;
return true;
case kGoalMorajiLayDown:
Actor_Retired_Here(kActorMoraji, 60, 16, false, -1);
Actor_Set_Targetable(kActorMoraji, true);
return true;
case kGoalMorajiDie:
// Added check here to have Moraji death speech SFX
// when shot by McCoy outside the Dermo Design Lab
if (_vm->_cutContent && Game_Flag_Query(kFlagDR04McCoyShotMoraji)) {
// original code used no voice here
Sound_Play_Speech_Line(kActorMoraji, 9020, 50, 0, 50); // Use Moraji's death SPCHSFX, also lower volume
}
_animationFrame = -1;
_animationState = 13;
return true;
case kGoalMorajiDead:
Actor_Set_Targetable(kActorMoraji, false);
_animationState = 14;
Actor_Retired_Here(kActorMoraji, 60, 16, true, -1);
return true;
break;
case kGoalMorajiChooseFate:
if (Player_Query_Current_Scene() == kSceneDR05) {
Game_Flag_Set(kFlagDR05ViewExplosion);
Set_Enter(kSetDR01_DR02_DR04, kSceneDR04);
} else {
if (Actor_Query_In_Set(kActorMoraji, kSetDR05)) {
Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiPerished);
} else {
Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiJump);
}
Game_Flag_Set(kFlagDR05JustExploded);
}
return true;
case kGoalMorajiPerished:
AI_Movement_Track_Flush(kActorMoraji);
AI_Movement_Track_Append(kActorMoraji, 41, 0);
AI_Movement_Track_Repeat(kActorMoraji);
return true;
}
return false;
}
bool AIScriptMoraji::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
*animation = kModelAnimationMorajiCuffedIdle;
if (_varNumOfTimesToHoldCurrentFrame > 0) {
--_varNumOfTimesToHoldCurrentFrame;
} else {
_animationFrame += _var1;
if (Random_Query(0, 10) == 0) {
_var1 = -_var1;
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
}
_varNumOfTimesToHoldCurrentFrame = Random_Query(0, 1);
}
break;
case 1:
_animationFrame = 0;
*animation = _animationNext;
_animationState = _animationStateNext;
break;
case 2:
// Dummy placeholder, kModelAnimationIzoWalking (290) is an Izo animation
*animation = kModelAnimationIzoWalking;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationIzoWalking))
_animationFrame = 0;
break;
case 3:
*animation = kModelAnimationMorajiRunning;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiRunning))
_animationFrame = 0;
break;
case 4:
break;
case 5:
*animation = kModelAnimationMorajiCuffedFastTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiCuffedFastTalk)) {
_animationFrame = 0;
_animationState = Random_Query(0, 2) + 5;
}
break;
case 6:
*animation = kModelAnimationMorajiCuffedMoreFastTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiCuffedMoreFastTalk)) {
_animationFrame = 0;
_animationState = 5;
*animation = kModelAnimationMorajiCuffedMoreFastTalk;
}
break;
case 7:
*animation = kModelAnimationMorajiCuffedPointingTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiCuffedPointingTalk)) {
_animationFrame = 0;
_animationState = 5;
*animation = kModelAnimationMorajiCuffedPointingTalk;
}
break;
case 8:
*animation = kModelAnimationMorajiCuffedSomethingExplodingToHisLeft;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiCuffedSomethingExplodingToHisLeft)) {
_animationFrame = 0;
_animationState = 0;
*animation = kModelAnimationMorajiCuffedIdle;
Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiScream);
}
if (_animationFrame == 6) {
Ambient_Sounds_Play_Sound(kSfxCHAINBRK, 69, 0, 0, 20);
}
break;
case 9:
*animation = kModelAnimationMorajiSittingGetsUp;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiSittingGetsUp)) {
_animationFrame = 0;
_animationState = 3;
*animation = kModelAnimationMorajiRunning;
Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiRunOut);
}
break;
case 10:
*animation = kModelAnimationMorajiCuffedShotDead;
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiCuffedShotDead) - 1) {
++_animationFrame;
}
break;
case 11:
*animation = kModelAnimationMorajiRunningDivesForward;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiRunningDivesForward)) {
Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiLayDown);
_animationFrame = 0;
_animationState = 12;
*animation = kModelAnimationMorajiLayingForwardTalk;
}
break;
case 12:
*animation = kModelAnimationMorajiLayingForwardTalk;
if (_varNumOfTimesToHoldCurrentFrame > 0) {
--_varNumOfTimesToHoldCurrentFrame;
} else {
_animationFrame += _var1;
if (!Random_Query(0, 5)) {
_var1 = -_var1;
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
}
_varNumOfTimesToHoldCurrentFrame = Random_Query(0, 2);
}
break;
case 13:
*animation = kModelAnimationMorajiLayingForwardDies;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiLayingForwardDies) - 1) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiDead);
}
break;
case 14:
*animation = kModelAnimationMorajiLayingForwardDies;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiLayingForwardDies) - 1;
break;
default:
debugC(6, kDebugAnimation, "AIScriptMoraji::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptMoraji::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
if (_animationState != 12
&& Actor_Query_Goal_Number(kActorMoraji) != 11
) {
_animationState = 0;
_animationFrame = 0;
}
break;
case kAnimationModeWalk:
_animationState = 2;
_animationFrame = 0;
break;
case kAnimationModeRun:
if (_animationState == 0) {
_animationState = 1;
_animationStateNext = 3;
_animationNext = kModelAnimationMorajiRunning;
} else if (_animationState != 3) {
_animationState = 3;
_animationFrame = 0;
}
break;
case 3:
if (_animationState != 12) {
if (_animationState == 0) {
_animationState = 1;
_animationStateNext = 5;
_animationNext = 734;
} else {
_animationState = 5;
_animationFrame = 0;
}
}
break;
case 12:
if (_animationState == 0) {
_animationState = 1;
_animationStateNext = 6;
_animationNext = kModelAnimationMorajiCuffedMoreFastTalk;
} else {
_animationState = 6;
_animationFrame = 0;
}
break;
case 13:
if (_animationState == 0) {
_animationState = 1;
_animationStateNext = 7;
_animationNext = kModelAnimationMorajiCuffedPointingTalk;
} else {
_animationState = 7;
_animationFrame = 0;
}
break;
case kAnimationModeDie:
_animationState = 13;
_animationFrame = -1;
break;
default:
debugC(6, kDebugAnimation, "AIScriptMoraji::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptMoraji::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptMoraji::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptMoraji::ReachedMovementTrackWaypoint(int waypointId) {
if (waypointId == 96)
AI_Countdown_Timer_Reset(kActorMoraji, kActorTimerAIScriptCustomTask2);
return true;
}
void AIScriptMoraji::FledCombat() {
// return false;
}
} // End of namespace BladeRunner