scummvm/engines/bladerunner/script/ai/mutant2.cpp
2023-07-05 14:57:58 +03:00

611 lines
18 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 {
AIScriptMutant2::AIScriptMutant2(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_resumeIdleAfterFramesetCompletesFlag = false;
_var1 = 1;
}
void AIScriptMutant2::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
_var1 = 1;
Actor_Put_In_Set(kActorMutant2, kSetFreeSlotG);
Actor_Set_At_Waypoint(kActorMutant2, 39, 0);
Actor_Set_Goal_Number(kActorMutant2, 400);
}
bool AIScriptMutant2::Update() {
if (Global_Variable_Query(kVariableChapter) == 4) {
switch (Actor_Query_Goal_Number(kActorMutant2)) {
case 401:
if (Actor_Query_Which_Set_In(kActorMutant2) == Player_Query_Current_Set()
&& (Actor_Query_Friendliness_To_Other(kActorMutant2, kActorMcCoy) < 20
|| Actor_Query_Combat_Aggressiveness(kActorMutant2) >= 60
)
) {
Actor_Set_Goal_Number(kActorMutant2, 410);
}
break;
case 404:
if (!Game_Flag_Query(kFlagMutantsPaused)) {
Actor_Set_Goal_Number(kActorMutant2, 403);
}
break;
case 410:
if (Actor_Query_Which_Set_In(kActorMutant2) != Player_Query_Current_Set()) {
Non_Player_Actor_Combat_Mode_Off(kActorMutant2);
Actor_Set_Goal_Number(kActorMutant2, 403);
}
break;
case 599:
if (Actor_Query_Which_Set_In(kActorMutant2) != Player_Query_Current_Set()) {
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Set_Goal_Number(kActorMutant2, 403);
#else
// intermediate goal to set new Health (revive for reuse)
Actor_Set_Goal_Number(kActorMutant2, 411);
#endif // BLADERUNNER_ORIGINAL_BUGS
}
break;
}
if (Game_Flag_Query(kFlagMutantsPaused)
&& Actor_Query_Goal_Number(kActorMutant2) != 599
) {
Actor_Set_Goal_Number(kActorMutant2, 404);
}
} else if (Global_Variable_Query(kVariableChapter) == 5
&& Actor_Query_Goal_Number(kActorMutant2) != 590
) {
if (Actor_Query_Which_Set_In(kActorMutant2) != Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorMutant2, 590);
}
}
return false;
}
void AIScriptMutant2::TimerExpired(int timer) {
//return false;
}
void AIScriptMutant2::CompletedMovementTrack() {
if (Actor_Query_Goal_Number(kActorMutant2) == 401)
Actor_Set_Goal_Number(kActorMutant2, 403);
}
void AIScriptMutant2::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptMutant2::ClickedByPlayer() {
//return false;
}
void AIScriptMutant2::EnteredSet(int setId) {
// return false;
}
void AIScriptMutant2::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptMutant2::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptMutant2::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
if (Actor_Query_Which_Set_In(kActorMutant2) == Player_Query_Current_Set()
&& Actor_Query_Goal_Number(kActorMutant2) != 599
) {
if (otherActorId == kActorMcCoy) {
if (combatMode) {
Actor_Modify_Combat_Aggressiveness(kActorMutant2, 10);
} else {
Actor_Modify_Combat_Aggressiveness(kActorMutant2, -10);
}
} else if (otherActorId == kActorFreeSlotA
|| otherActorId == kActorMutant1
|| otherActorId == kActorMutant3
) {
Actor_Modify_Combat_Aggressiveness(kActorMutant2, 5);
} else {
Actor_Modify_Combat_Aggressiveness(kActorMutant2, -10);
}
}
}
void AIScriptMutant2::ShotAtAndMissed() {
if (Actor_Query_Goal_Number(kActorMutant2) != 410) {
Actor_Modify_Combat_Aggressiveness(kActorMutant2, -5);
Actor_Modify_Friendliness_To_Other(kActorMutant2, kActorMcCoy, -5);
}
}
bool AIScriptMutant2::ShotAtAndHit() {
if (Actor_Query_Goal_Number(kActorMutant2) != 410) {
Actor_Modify_Combat_Aggressiveness(kActorMutant2, -10);
Actor_Modify_Friendliness_To_Other(kActorMutant2, kActorMcCoy, -10);
}
return false;
}
void AIScriptMutant2::Retired(int byActorId) {
Actor_Set_Goal_Number(kActorMutant2, 599);
}
int AIScriptMutant2::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptMutant2::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case 400:
AI_Movement_Track_Flush(kActorMutant2);
AI_Movement_Track_Append(kActorMutant2, 39, 0);
AI_Movement_Track_Repeat(kActorMutant2);
if (Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)) {
Actor_Set_Combat_Aggressiveness(kActorMutant2, 60);
Actor_Set_Friendliness_To_Other(kActorMutant2, kActorMcCoy, 30);
}
return true;
case 401:
Actor_Set_Targetable(kActorMutant2, true);
AI_Movement_Track_Flush(kActorMutant2);
AI_Movement_Track_Append(kActorMutant2, 39, 0);
switch (Random_Query(1, 8)) {
case 1:
AI_Movement_Track_Append(kActorMutant2, 182, 0);
AI_Movement_Track_Append(kActorMutant2, 183, 2);
AI_Movement_Track_Append(kActorMutant2, 184, 0);
AI_Movement_Track_Repeat(kActorMutant2);
break;
case 2:
AI_Movement_Track_Append(kActorMutant2, 296, 0);
AI_Movement_Track_Append(kActorMutant2, 297, 0);
AI_Movement_Track_Repeat(kActorMutant2);
break;
case 3:
AI_Movement_Track_Append(kActorMutant2, 176, 0);
AI_Movement_Track_Append(kActorMutant2, 177, 0);
AI_Movement_Track_Append(kActorMutant2, 178, 2);
AI_Movement_Track_Append(kActorMutant2, 177, 0);
AI_Movement_Track_Append(kActorMutant2, 176, 1);
AI_Movement_Track_Append(kActorMutant2, 39, 45);
AI_Movement_Track_Repeat(kActorMutant2);
break;
case 4:
AI_Movement_Track_Append(kActorMutant2, 298, 0);
AI_Movement_Track_Append(kActorMutant2, 300, 0);
AI_Movement_Track_Repeat(kActorMutant2);
break;
case 5:
AI_Movement_Track_Append(kActorMutant2, 301, 0);
AI_Movement_Track_Append(kActorMutant2, 302, 2);
AI_Movement_Track_Append(kActorMutant2, 303, 0);
AI_Movement_Track_Append(kActorMutant2, 304, 0);
AI_Movement_Track_Append(kActorMutant2, 305, 0);
AI_Movement_Track_Append(kActorMutant2, 304, 0);
AI_Movement_Track_Append(kActorMutant2, 306, 5);
AI_Movement_Track_Append(kActorMutant2, 39, 40);
AI_Movement_Track_Repeat(kActorMutant2);
break;
case 6:
AI_Movement_Track_Append(kActorMutant2, 307, 0);
AI_Movement_Track_Append(kActorMutant2, 308, 0);
AI_Movement_Track_Append(kActorMutant2, 309, 1);
AI_Movement_Track_Append(kActorMutant2, 310, 2);
AI_Movement_Track_Append(kActorMutant2, 311, 0);
AI_Movement_Track_Repeat(kActorMutant2);
break;
case 7:
switch (Random_Query(1, 3)) { // eeh? bug?
case 1:
AI_Movement_Track_Append(kActorMutant2, 532, 0);
AI_Movement_Track_Append(kActorMutant2, 533, 0);
AI_Movement_Track_Append(kActorMutant2, 534, 1);
AI_Movement_Track_Append(kActorMutant2, 535, 1);
AI_Movement_Track_Append(kActorMutant2, 533, 0);
AI_Movement_Track_Append(kActorMutant2, 532, 0);
AI_Movement_Track_Repeat(kActorMutant2);
break;
case 2:
AI_Movement_Track_Append(kActorMutant2, 532, 0);
AI_Movement_Track_Append(kActorMutant2, 533, 0);
AI_Movement_Track_Append(kActorMutant2, 535, 2);
AI_Movement_Track_Append(kActorMutant2, 534, 1);
AI_Movement_Track_Append(kActorMutant2, 533, 0);
AI_Movement_Track_Append(kActorMutant2, 532, 0);
AI_Movement_Track_Repeat(kActorMutant2);
break;
case 3:
AI_Movement_Track_Append(kActorMutant2, 536, 0);
AI_Movement_Track_Append(kActorMutant2, 537, 0);
AI_Movement_Track_Append(kActorMutant2, 538, 2);
AI_Movement_Track_Append(kActorMutant2, 537, 0);
AI_Movement_Track_Append(kActorMutant2, 536, 0);
AI_Movement_Track_Repeat(kActorMutant2);
break;
case 4:
AI_Movement_Track_Append(kActorMutant2, 532, 0);
AI_Movement_Track_Append(kActorMutant2, 533, 0);
AI_Movement_Track_Append(kActorMutant2, 534, 3);
AI_Movement_Track_Append(kActorMutant2, 533, 0);
AI_Movement_Track_Append(kActorMutant2, 532, 0);
AI_Movement_Track_Repeat(kActorMutant2);
break;
case 5:
AI_Movement_Track_Append(kActorMutant2, 532, 0);
AI_Movement_Track_Append(kActorMutant2, 533, 0);
AI_Movement_Track_Append(kActorMutant2, 535, 1);
AI_Movement_Track_Append(kActorMutant2, 533, 0);
AI_Movement_Track_Append(kActorMutant2, 532, 0);
AI_Movement_Track_Repeat(kActorMutant2);
break;
default:
return true;
}
break;
case 8:
AI_Movement_Track_Append(kActorMutant2, 176, 0);
AI_Movement_Track_Append(kActorMutant2, 177, 0);
AI_Movement_Track_Append(kActorMutant2, 176, 0);
AI_Movement_Track_Repeat(kActorMutant2);
break;
default:
AI_Movement_Track_Append(kActorMutant2, 39, 60);
AI_Movement_Track_Repeat(kActorMutant2);
break;
}
return true;
case 403:
Actor_Set_Targetable(kActorMutant2, false);
Actor_Set_Goal_Number(kActorMutant2, 401);
return true;
case 404:
AI_Movement_Track_Flush(kActorMutant2);
AI_Movement_Track_Append(kActorMutant2, 39, 0);
AI_Movement_Track_Repeat(kActorMutant2);
return true;
case 410:
switch (Actor_Query_Which_Set_In(kActorMutant2)) {
case kSetUG01:
Non_Player_Actor_Combat_Mode_On(kActorMutant2, kActorCombatStateIdle, false, kActorMcCoy, 11, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
break;
case kSetUG04:
// fall through
case kSetUG05:
// fall through
case kSetUG06:
Non_Player_Actor_Combat_Mode_On(kActorMutant2, kActorCombatStateIdle, false, kActorMcCoy, 10, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
break;
case kSetUG10:
// fall through
case kSetUG12:
// fall through
case kSetUG14:
Non_Player_Actor_Combat_Mode_On(kActorMutant2, kActorCombatStateIdle, false, kActorMcCoy, 14, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
break;
}
return true;
#if BLADERUNNER_ORIGINAL_BUGS
#else
case 411:
// We need the additional intermediate goal 411 (as mutant1 has)
// so that we set the health here, instead of the when the goal is set to 599 (dying)
// Setting the health "revives" the mutant, which would result in their bound box being reduced to a point
// (see Actor::setHealth() call to retire(false, 0, 0, -1))
// and thus their corpse being unclickable after McCoy shot them.
// Goal 411 does this, but is set only when McCoy is no longer present in the scene/set.
AI_Movement_Track_Flush(kActorMutant2);
Actor_Set_Intelligence(kActorMutant2, 20);
Actor_Set_Health(kActorMutant2, 10 * Query_Difficulty_Level() + 50, 10 * Query_Difficulty_Level() + 50);
if (Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)) {
Actor_Set_Combat_Aggressiveness(kActorMutant2, 60);
Actor_Set_Friendliness_To_Other(kActorMutant2, kActorMcCoy, 30);
} else {
Actor_Set_Combat_Aggressiveness(kActorMutant2, 40);
Actor_Set_Friendliness_To_Other(kActorMutant2, kActorMcCoy, 50);
}
// code repeated also in case 599 which precedes this one
// redundant?
// results in additional reduction in friendliness and increase of aggressiveness for the other two mutants
Actor_Modify_Friendliness_To_Other(kActorMutant1, kActorMcCoy, -15);
Actor_Modify_Friendliness_To_Other(kActorMutant3, kActorMcCoy, -20);
Actor_Modify_Combat_Aggressiveness(kActorMutant1, 10);
Actor_Modify_Combat_Aggressiveness(kActorMutant3, 15);
Actor_Set_Goal_Number(kActorMutant2, 403);
return true;
#endif // BLADERUNNER_ORIGINAL_BUGS
case 590:
AI_Movement_Track_Flush(kActorMutant2);
AI_Movement_Track_Append(kActorMutant2, 39, 100);
AI_Movement_Track_Repeat(kActorMutant2);
return true;
case 599:
AI_Movement_Track_Flush(kActorMutant2);
Actor_Change_Animation_Mode(kActorMutant2, kAnimationModeDie);
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Set_Intelligence(kActorMutant2, 20);
Actor_Set_Health(kActorMutant2, 10 * Query_Difficulty_Level() + 50, 10 * Query_Difficulty_Level() + 50);
if (Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)) {
Actor_Set_Combat_Aggressiveness(kActorMutant2, 60);
Actor_Set_Friendliness_To_Other(kActorMutant2, kActorMcCoy, 30);
} else {
Actor_Set_Combat_Aggressiveness(kActorMutant2, 40);
Actor_Set_Friendliness_To_Other(kActorMutant2, kActorMcCoy, 50);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
// results in additional reduction in friendliness and increase of aggressiveness for the other two mutants
Actor_Modify_Friendliness_To_Other(kActorMutant1, kActorMcCoy, -15);
Actor_Modify_Friendliness_To_Other(kActorMutant3, kActorMcCoy, -20);
Actor_Modify_Combat_Aggressiveness(kActorMutant1, 10);
Actor_Modify_Combat_Aggressiveness(kActorMutant3, 15);
return true;
}
return false;
}
bool AIScriptMutant2::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
*animation = kModelAnimationMutant2Idle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant2Idle)) {
_animationFrame = 0;
}
break;
case 1:
*animation = kModelAnimationMutant2Walking;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant2Walking)) {
_animationFrame = 0;
}
break;
case 2:
*animation = kModelAnimationMutant2Running;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant2Running)) {
_animationFrame = 0;
}
break;
case 3:
if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
*animation = kModelAnimationMutant2Idle;
_animationState = 0;
} else {
*animation = kModelAnimationMutant2YellOrHurt;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant2YellOrHurt)) {
_animationFrame = 0;
}
}
break;
case 4:
*animation = kModelAnimationMutant2YellOrHurt;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant2YellOrHurt)) {
_animationFrame = 0;
_animationState = 3;
*animation = kModelAnimationMutant2CalmTalk;
}
break;
case 5:
*animation = kModelAnimationMutant2MeleeAttack;
++_animationFrame;
if (_animationFrame == 7) {
int snd;
if (Random_Query(1, 2) == 1) {
snd = 9010;
} else {
snd = 9015;
}
Sound_Play_Speech_Line(kActorMutant2, snd, 75, 0, 99);
}
if (_animationFrame == 9) {
Actor_Combat_AI_Hit_Attempt(kActorMutant2);
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant2MeleeAttack)) {
Actor_Change_Animation_Mode(kActorMutant2, kAnimationModeIdle);
}
break;
case 6:
*animation = kModelAnimationMutant2ShotDead;
++_animationFrame;
if (_animationFrame == 1) {
Sound_Play(kSfxYELL1M2, 100, 0, 0, 50);
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
Actor_Change_Animation_Mode(kActorMutant2, 88);
}
break;
case 7:
*animation = kModelAnimationMutant2ShotDead;
// TODO why "- 2" here?
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant2ShotDead) - 2;
break;
case 8:
*animation = kModelAnimationMutant2ShotDead;
_animationFrame += _var1;
if (_animationFrame == 4) {
_var1 = -1;
Sound_Play(kSfxHURT1M2, 100, 0, 0, 50);
} else {
if (_animationFrame == 0) {
Actor_Change_Animation_Mode(kActorMutant2, kAnimationModeIdle);
}
}
break;
default:
debugC(6, kDebugAnimation, "AIScriptMutant2::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptMutant2::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
if (_animationState >= 3 && _animationState <= 4) {
_resumeIdleAfterFramesetCompletesFlag = true;
} else {
_animationState = 0;
_animationFrame = 0;
}
break;
case kAnimationModeWalk:
// fall through
case kAnimationModeCombatWalk:
_animationState = 1;
_animationFrame = 0;
break;
case kAnimationModeRun:
// fall through
case kAnimationModeCombatRun:
_animationState = 2;
_animationFrame = 0;
break;
case 3:
// fall through
case 12:
_animationState = 3;
_animationFrame = 0;
_resumeIdleAfterFramesetCompletesFlag = false;
break;
case 4:
if (_animationState >= 3 && _animationState <= 4) {
_resumeIdleAfterFramesetCompletesFlag = true;
} else {
_animationState = 0;
_animationFrame = 0;
}
break;
case 6:
_animationState = 5;
_animationFrame = 0;
break;
case 21:
// fall through
case 22:
_animationState = 8;
_animationFrame = 0;
_var1 = 1;
break;
case kAnimationModeDie:
_animationState = 6;
_animationFrame = 0;
break;
case 88:
_animationState = 7;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant2ShotDead) - 1;
break;
default:
debugC(6, kDebugAnimation, "AIScriptMutant2::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptMutant2::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptMutant2::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptMutant2::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptMutant2::FledCombat() {
Actor_Set_Goal_Number(kActorMutant2, 403);
}
} // End of namespace BladeRunner