mirror of
https://github.com/scummvm/scummvm.git
synced 2025-04-02 10:52:32 -04:00
494 lines
14 KiB
C++
494 lines
14 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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AIScriptMoraji::AIScriptMoraji(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_var1 = 1;
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_varNumOfTimesToHoldCurrentFrame = 0;
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}
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void AIScriptMoraji::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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_var1 = 1;
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_varNumOfTimesToHoldCurrentFrame = 0;
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Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiDefault);
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}
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bool AIScriptMoraji::Update() {
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if ( Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiDefault
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&& Player_Query_Current_Scene() == kSceneDR05
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&& !Game_Flag_Query(kFlagDR05BombActivated)
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) {
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AI_Countdown_Timer_Reset(kActorMoraji, kActorTimerAIScriptCustomTask2);
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int bombTime = 30; // Original value
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if (_vm->_cutContent && Query_Difficulty_Level() == kGameDifficultyEasy)
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bombTime += 10; // Extend the bomb timer duration when in Dermo Design (where Moraji is chained)
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AI_Countdown_Timer_Start(kActorMoraji, kActorTimerAIScriptCustomTask2, bombTime);
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Game_Flag_Set(kFlagDR05BombActivated);
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return true;
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}
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if (Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiScream) {
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Actor_Says(kActorMoraji, 80, 13);
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_animationState = 9;
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_animationFrame = -1;
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Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiGetUp);
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}
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return false;
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}
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void AIScriptMoraji::TimerExpired(int timer) {
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if (timer == kActorTimerAIScriptCustomTask2) {
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AI_Countdown_Timer_Reset(kActorMoraji, kActorTimerAIScriptCustomTask2);
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if (Actor_Query_Goal_Number(kActorMoraji) != kGoalMorajiJump
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&& Actor_Query_Goal_Number(kActorMoraji) != kGoalMorajiLayDown
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&& Actor_Query_Goal_Number(kActorMoraji) != kGoalMorajiPerished
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) {
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Game_Flag_Set(kFlagDR05BombWillExplode);
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}
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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 AIScriptMoraji::CompletedMovementTrack() {
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if (Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiRunOut) {
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AI_Countdown_Timer_Reset(kActorMoraji, kActorTimerAIScriptCustomTask2);
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Game_Flag_Set(kFlagDR05BombWillExplode);
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_animationState = 3;
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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 AIScriptMoraji::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptMoraji::ClickedByPlayer() {
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//return false;
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}
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void AIScriptMoraji::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptMoraji::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptMoraji::OtherAgentExitedThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptMoraji::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptMoraji::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptMoraji::ShotAtAndHit() {
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if (Actor_Query_Goal_Number(kActorMoraji)) {
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if (Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiLayDown) {
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Game_Flag_Set(kFlagDR04McCoyShotMoraji);
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Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiDie);
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Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordArrivesToDR04);
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return true;
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} else {
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return false;
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}
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} else {
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Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiShot);
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return true;
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}
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}
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void AIScriptMoraji::Retired(int byActorId) {
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// return false;
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}
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int AIScriptMoraji::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptMoraji::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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switch (newGoalNumber) {
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case kGoalMorajiDefault:
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Actor_Put_In_Set(kActorMoraji, kSetDR05);
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Actor_Set_At_XYZ(kActorMoraji, 50.0f, 0.30f, 35.0f, 414);
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Actor_Set_Targetable(kActorMoraji, true);
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return false;
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case kGoalMorajiShot:
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// applies only when shot inside the Dermo Design Lab
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Actor_Set_Targetable(kActorMoraji, false);
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#if BLADERUNNER_ORIGINAL_BUGS
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Sound_Play(kSfxFEMHURT2, 100, 0, 0, 50); // Original code has female scream here (FEMHURT2)
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#else
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Sound_Play_Speech_Line(kActorMoraji, 9020, 50, 0, 50); // fix: Use Moraji's death SPCHSFX, also lower volume
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#endif // BLADERUNNER_ORIGINAL_BUGS
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_animationState = 10;
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_animationFrame = 0;
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Actor_Retired_Here(kActorMoraji, 60, 16, true, -1);
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return true;
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case kGoalMorajiFreed:
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Actor_Set_Targetable(kActorMoraji, false);
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_animationState = 8;
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_animationFrame = 1;
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return true;
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case kGoalMorajiRunOut:
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_animationState = 3;
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_animationFrame = 0;
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AI_Movement_Track_Flush(kActorMoraji);
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AI_Movement_Track_Append_Run(kActorMoraji, 95, 0);
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AI_Movement_Track_Append_Run(kActorMoraji, 96, 0);
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AI_Movement_Track_Append_Run(kActorMoraji, 97, 0);
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AI_Movement_Track_Append_Run(kActorMoraji, 98, 0);
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AI_Movement_Track_Repeat(kActorMoraji);
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return true;
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case kGoalMorajiJump:
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_animationState = 11;
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return true;
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case kGoalMorajiLayDown:
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Actor_Retired_Here(kActorMoraji, 60, 16, false, -1);
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Actor_Set_Targetable(kActorMoraji, true);
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return true;
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case kGoalMorajiDie:
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// Added check here to have Moraji death speech SFX
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// when shot by McCoy outside the Dermo Design Lab
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if (_vm->_cutContent && Game_Flag_Query(kFlagDR04McCoyShotMoraji)) {
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// original code used no voice here
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Sound_Play_Speech_Line(kActorMoraji, 9020, 50, 0, 50); // Use Moraji's death SPCHSFX, also lower volume
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}
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_animationFrame = -1;
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_animationState = 13;
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return true;
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case kGoalMorajiDead:
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Actor_Set_Targetable(kActorMoraji, false);
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_animationState = 14;
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Actor_Retired_Here(kActorMoraji, 60, 16, true, -1);
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return true;
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break;
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case kGoalMorajiChooseFate:
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if (Player_Query_Current_Scene() == kSceneDR05) {
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Game_Flag_Set(kFlagDR05ViewExplosion);
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Set_Enter(kSetDR01_DR02_DR04, kSceneDR04);
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} else {
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if (Actor_Query_In_Set(kActorMoraji, kSetDR05)) {
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Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiPerished);
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} else {
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Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiJump);
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}
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Game_Flag_Set(kFlagDR05JustExploded);
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}
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return true;
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case kGoalMorajiPerished:
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AI_Movement_Track_Flush(kActorMoraji);
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AI_Movement_Track_Append(kActorMoraji, 41, 0);
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AI_Movement_Track_Repeat(kActorMoraji);
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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 AIScriptMoraji::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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*animation = kModelAnimationMorajiCuffedIdle;
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if (_varNumOfTimesToHoldCurrentFrame > 0) {
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--_varNumOfTimesToHoldCurrentFrame;
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} else {
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_animationFrame += _var1;
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if (Random_Query(0, 10) == 0) {
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_var1 = -_var1;
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}
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
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_animationFrame = 0;
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}
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if (_animationFrame < 0) {
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
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}
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_varNumOfTimesToHoldCurrentFrame = Random_Query(0, 1);
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}
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break;
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case 1:
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_animationFrame = 0;
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*animation = _animationNext;
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_animationState = _animationStateNext;
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break;
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case 2:
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// Dummy placeholder, kModelAnimationIzoWalking (290) is an Izo animation
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*animation = kModelAnimationIzoWalking;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationIzoWalking))
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_animationFrame = 0;
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break;
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case 3:
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*animation = kModelAnimationMorajiRunning;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiRunning))
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_animationFrame = 0;
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break;
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case 4:
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break;
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case 5:
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*animation = kModelAnimationMorajiCuffedFastTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiCuffedFastTalk)) {
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_animationFrame = 0;
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_animationState = Random_Query(0, 2) + 5;
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}
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break;
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case 6:
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*animation = kModelAnimationMorajiCuffedMoreFastTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiCuffedMoreFastTalk)) {
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_animationFrame = 0;
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_animationState = 5;
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*animation = kModelAnimationMorajiCuffedMoreFastTalk;
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}
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break;
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case 7:
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*animation = kModelAnimationMorajiCuffedPointingTalk;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiCuffedPointingTalk)) {
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_animationFrame = 0;
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_animationState = 5;
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*animation = kModelAnimationMorajiCuffedPointingTalk;
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}
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break;
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case 8:
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*animation = kModelAnimationMorajiCuffedSomethingExplodingToHisLeft;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiCuffedSomethingExplodingToHisLeft)) {
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_animationFrame = 0;
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_animationState = 0;
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*animation = kModelAnimationMorajiCuffedIdle;
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Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiScream);
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}
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if (_animationFrame == 6) {
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Ambient_Sounds_Play_Sound(kSfxCHAINBRK, 69, 0, 0, 20);
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}
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break;
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case 9:
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*animation = kModelAnimationMorajiSittingGetsUp;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiSittingGetsUp)) {
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_animationFrame = 0;
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_animationState = 3;
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*animation = kModelAnimationMorajiRunning;
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Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiRunOut);
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}
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break;
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case 10:
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*animation = kModelAnimationMorajiCuffedShotDead;
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if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiCuffedShotDead) - 1) {
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++_animationFrame;
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}
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break;
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case 11:
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*animation = kModelAnimationMorajiRunningDivesForward;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiRunningDivesForward)) {
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Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiLayDown);
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_animationFrame = 0;
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_animationState = 12;
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*animation = kModelAnimationMorajiLayingForwardTalk;
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}
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break;
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case 12:
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*animation = kModelAnimationMorajiLayingForwardTalk;
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if (_varNumOfTimesToHoldCurrentFrame > 0) {
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--_varNumOfTimesToHoldCurrentFrame;
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} else {
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_animationFrame += _var1;
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if (!Random_Query(0, 5)) {
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_var1 = -_var1;
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}
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
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_animationFrame = 0;
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}
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if (_animationFrame < 0) {
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
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}
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_varNumOfTimesToHoldCurrentFrame = Random_Query(0, 2);
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}
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break;
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case 13:
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*animation = kModelAnimationMorajiLayingForwardDies;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiLayingForwardDies) - 1) {
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
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Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiDead);
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}
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break;
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case 14:
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*animation = kModelAnimationMorajiLayingForwardDies;
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_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMorajiLayingForwardDies) - 1;
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptMoraji::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
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break;
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}
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*frame = _animationFrame;
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return true;
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}
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bool AIScriptMoraji::ChangeAnimationMode(int mode) {
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switch (mode) {
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case kAnimationModeIdle:
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if (_animationState != 12
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&& Actor_Query_Goal_Number(kActorMoraji) != 11
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) {
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_animationState = 0;
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_animationFrame = 0;
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}
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break;
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case kAnimationModeWalk:
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_animationState = 2;
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_animationFrame = 0;
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break;
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case kAnimationModeRun:
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if (_animationState == 0) {
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_animationState = 1;
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_animationStateNext = 3;
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_animationNext = kModelAnimationMorajiRunning;
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} else if (_animationState != 3) {
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_animationState = 3;
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_animationFrame = 0;
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}
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break;
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case 3:
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if (_animationState != 12) {
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if (_animationState == 0) {
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_animationState = 1;
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_animationStateNext = 5;
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_animationNext = 734;
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} else {
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_animationState = 5;
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_animationFrame = 0;
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}
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}
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break;
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case 12:
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if (_animationState == 0) {
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_animationState = 1;
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_animationStateNext = 6;
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_animationNext = kModelAnimationMorajiCuffedMoreFastTalk;
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} else {
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_animationState = 6;
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_animationFrame = 0;
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}
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break;
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case 13:
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if (_animationState == 0) {
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_animationState = 1;
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_animationStateNext = 7;
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_animationNext = kModelAnimationMorajiCuffedPointingTalk;
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} else {
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_animationState = 7;
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_animationFrame = 0;
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}
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break;
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case kAnimationModeDie:
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_animationState = 13;
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_animationFrame = -1;
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptMoraji::ChangeAnimationMode(%d) - Target mode is not supported", mode);
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break;
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}
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return true;
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}
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void AIScriptMoraji::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
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*animationState = _animationState;
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*animationFrame = _animationFrame;
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*animationStateNext = _animationStateNext;
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*animationNext = _animationNext;
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}
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void AIScriptMoraji::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
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_animationState = animationState;
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_animationFrame = animationFrame;
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_animationStateNext = animationStateNext;
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_animationNext = animationNext;
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}
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bool AIScriptMoraji::ReachedMovementTrackWaypoint(int waypointId) {
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if (waypointId == 96)
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AI_Countdown_Timer_Reset(kActorMoraji, kActorTimerAIScriptCustomTask2);
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return true;
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}
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void AIScriptMoraji::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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