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

1522 lines
51 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"
//#include "common/debug.h"
namespace BladeRunner {
AIScriptOfficerLeary::AIScriptOfficerLeary(BladeRunnerEngine *vm) : AIScriptBase(vm) {
// _varChooseIdleAnimation can have valid values: 0, 1, 2
_varChooseIdleAnimation = 0;
_idleModeRequestedWhileInTalkingState = false;
}
void AIScriptOfficerLeary::Initialize() {
_animationState = 0;
_animationFrame = 0;
_animationStateNext = 0;
_varChooseIdleAnimation = 0;
_idleModeRequestedWhileInTalkingState = false;
_animationNext = 0;
Actor_Put_In_Set(kActorOfficerLeary, kSetRC01);
Actor_Set_At_XYZ(kActorOfficerLeary, -261.80f, 6.00f, 79.58f, 512);
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyDefault);
Actor_Set_Frame_Rate_FPS(kActorOfficerLeary, 8);
}
bool AIScriptOfficerLeary::Update() {
if (Global_Variable_Query(kVariableChapter) == 4
&& Actor_Query_Goal_Number(kActorOfficerLeary) < kGoalOfficerLearyStartOfAct4
) {
AI_Movement_Track_Flush(kActorOfficerLeary);
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyStartOfAct4);
return false;
}
if (Global_Variable_Query(kVariableChapter) == 5
&& Actor_Query_Goal_Number(kActorOfficerLeary) < kGoalOfficerLearyStartOfAct5
) {
AI_Movement_Track_Flush(kActorOfficerLeary);
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyStartOfAct5);
return false;
}
if (!Game_Flag_Query(kFlagMcCoyInRunciters)
&& Game_Flag_Query(kFlagRC51ChopstickWrapperTaken)
&& Game_Flag_Query(kFlagRC01ChromeDebrisTaken)
&& Player_Query_Current_Scene() != kSceneRC01
&& !Game_Flag_Query(kFlagRC01PoliceDone) // otherwise this clause keeps repeating
&& Global_Variable_Query(kVariableChapter) < 3
) {
Game_Flag_Set(kFlagRC01PoliceDone);
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyPoliceDoneFromRC01);
return false;
}
if (Actor_Query_Goal_Number(kActorOfficerLeary) != kGoalOfficerLearyRC01WalkToCrowd
&& Actor_Query_Goal_Number(kActorOfficerLeary) != kGoalOfficerLearyRC01CrowdInterrogation
&& Game_Flag_Query(kFlagOfficerLearyTakingNotes)
) {
Game_Flag_Reset(kFlagOfficerLearyTakingNotes);
return false;
}
if ( Global_Variable_Query(15) > 4
&& !Actor_Clue_Query(kActorOfficerLeary, kClueMcCoyIsStupid)
) {
Actor_Clue_Acquire(kActorOfficerLeary, kClueMcCoyIsStupid, true, -1);
return false;
}
if (Game_Flag_Query(kFlagUnpauseGenWalkers)) {
Game_Flag_Reset(kFlagUnpauseGenWalkers);
return false;
}
if ( Game_Flag_Query(kFlagUG07Empty)
&& !Game_Flag_Query(kFlagUG07PoliceLeave)
) {
Game_Flag_Set(kFlagUG07PoliceLeave);
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyHuntingAroundAct4);
return false;
}
if (Actor_Query_Goal_Number(kActorOfficerLeary) == kGoalOfficerLearyAttackMcCoyAct4
&& Actor_Query_Which_Set_In(kActorOfficerLeary) != Player_Query_Current_Set()
) {
Non_Player_Actor_Combat_Mode_Off(kActorOfficerLeary);
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyHuntingAroundAct4);
return false;
}
if (Actor_Query_Goal_Number(kActorOfficerLeary) == kGoalOfficerLearyDead
&& Actor_Query_Which_Set_In(kActorOfficerLeary) != Player_Query_Current_Set()
) {
// dead officer gets revived and re-used
Actor_Set_Health(kActorOfficerLeary, 40, 40);
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyHuntingAroundAct4);
return false;
}
if (Actor_Query_Goal_Number(kActorOfficerLeary) == kGoalOfficerLearyHuntingAroundAct4) {
switch (Actor_Query_Which_Set_In(kActorOfficerLeary)) {
case kSetDR01_DR02_DR04:
if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 0, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetBB01:
if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 1, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetCT11:
if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 5, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetMA07:
if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 7, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetNR01:
if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 3, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetRC03:
if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 18, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetUG01:
if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 11, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetUG04:
// fall through
case kSetUG05:
// fall through
case kSetUG06:
if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 10, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
// TODO Missing UG07 case - would be a type 10 combat, 12 flee?
case kSetUG08:
if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 13, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
// TODO Missing UG09 case - would be a type ?? //
case kSetUG10:
if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 14, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetUG12:
if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 16, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
case kSetUG14:
if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 17, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
}
break;
}
}
return false;
}
void AIScriptOfficerLeary::TimerExpired(int timer) {
if (timer == kActorTimerAIScriptCustomTask1) {
AI_Countdown_Timer_Reset(kActorOfficerLeary, kActorTimerAIScriptCustomTask1);
if (Actor_Query_In_Set(kActorMcCoy, kSetHF05)) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyPoliceAboutToAttackHF05);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordPoliceAboutToAttackHF05);
} else {
Game_Flag_Set(kFlagHF05PoliceAttacked);
}
} else if (timer == kActorTimerAIScriptCustomTask2) {
AI_Countdown_Timer_Reset(kActorOfficerLeary, kActorTimerAIScriptCustomTask2);
Game_Flag_Reset(kFlagOfficerLearyTakingNotes);
}
#if BLADERUNNER_ORIGINAL_BUGS
#else
else if (timer == kActorTimerAIScriptCustomTask0) {
AI_Countdown_Timer_Reset(kActorOfficerLeary, kActorTimerAIScriptCustomTask0);
if (Actor_Query_Goal_Number(kActorOfficerLeary) == kGoalOfficerLearyRC01ResumeWalkToCrowd) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyRC01WalkToCrowd);
}
}
#endif // BLADERUNNER_ORIGINAL_BUGS
}
void AIScriptOfficerLeary::CompletedMovementTrack() {
int goal = Actor_Query_Goal_Number(kActorOfficerLeary);
if (goal == kGoalOfficerLearyRC01WalkToCrowd) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyRC01CrowdInterrogation);
return;
}
if (goal > 308) {
return;
}
if (goal == kGoalOfficerLearyHuntingAroundAct4) {
// debug("Leary completed Movement");
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyPrepareToHuntAroundAct4);
return;
}
if (goal == kGoalOfficerLearyBlockingUG07) {
// UG07 before McCoy visits his apartment in Act 4
Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 12, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, -1, -1, 15, 300, false);
}
if (goal == 308) {
// goal 308 (and 309) are never triggered in the original code
Actor_Change_Animation_Mode(kActorOfficerLeary, kAnimationModeCombatIdle);
Actor_Face_Actor(kActorOfficerLeary, kActorMcCoy, true);
Actor_Set_Goal_Number(kActorOfficerLeary, 309);
}
}
void AIScriptOfficerLeary::ReceivedClue(int clueId, int fromActorId) {
if (clueId == kClueMcCoyRetiredZuben) {
Actor_Modify_Friendliness_To_Other(kActorOfficerLeary, kActorMcCoy, 5);
}
if (clueId == kClueMcCoyLetZubenEscape) {
Actor_Modify_Friendliness_To_Other(kActorOfficerLeary, kActorMcCoy, -4);
}
}
void AIScriptOfficerLeary::ClickedByPlayer() {}
void AIScriptOfficerLeary::EnteredSet(int setId) {}
void AIScriptOfficerLeary::OtherAgentEnteredThisSet(int otherActorId) {}
void AIScriptOfficerLeary::OtherAgentExitedThisSet(int otherActorId) {}
void AIScriptOfficerLeary::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {}
void AIScriptOfficerLeary::ShotAtAndMissed() {}
bool AIScriptOfficerLeary::ShotAtAndHit() {
// Leary is invincible while blocking the UG07 (before McCoy visits his apartment in Act 4)
if (Actor_Query_Goal_Number(kActorOfficerLeary) == kGoalOfficerLearyBlockingUG07) {
Actor_Set_Health(kActorOfficerLeary, 50, 50);
}
return false;
}
void AIScriptOfficerLeary::Retired(int byActorId) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyDead);
Game_Flag_Set(kFlagMcCoyRetiredHuman);
}
int AIScriptOfficerLeary::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
if (otherActorId != kActorMcCoy) {
return 0;
}
switch (clueId) {
case kClueMcCoyIsInsane:
return -6;
case kClueMcCoyIsAnnoying:
return -2;
case kClueMcCoyIsStupid:
return -5;
case kClueMcCoyRetiredLutherLance:
return 2;
case kClueMcCoyShotZubenInTheBack:
return 4;
case kClueMcCoyRetiredSadik:
return 4;
case kClueMcCoyRetiredGordo:
return 3;
case kClueMcCoyRetiredDektora:
return 3;
case kClueMcCoyRetiredLucy:
return 2;
case kClueMcCoyRetiredZuben:
return 3;
case kClueMcCoyLetZubenEscape:
return -5;
}
return 0;
}
bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case kGoalOfficerLearyRC01WalkToCrowd:
// kSetRC01
AI_Movement_Track_Flush(kActorOfficerLeary);
if (Random_Query(1, 2) == 1) {
AI_Movement_Track_Append(kActorOfficerLeary, 57, 7);
AI_Movement_Track_Append(kActorOfficerLeary, 58, 7);
} else {
AI_Movement_Track_Append(kActorOfficerLeary, 58, 7);
AI_Movement_Track_Append(kActorOfficerLeary, 57, 7);
}
AI_Movement_Track_Repeat(kActorOfficerLeary);
return true;
case kGoalOfficerLearyRC01CrowdInterrogation:
if (Random_Query(1, 3) == 1) {
if ( Random_Query(1, 2) == 1
&& !Actor_Clue_Query(kActorOfficerLeary, kClueCrowdInterviewA)
) {
Actor_Clue_Acquire(kActorOfficerLeary, kClueCrowdInterviewA, false, -1);
} else if (!Actor_Clue_Query(kActorOfficerLeary, kClueCrowdInterviewB)) {
Actor_Clue_Acquire(kActorOfficerLeary, kClueCrowdInterviewB, false, -1);
}
}
if (Game_Flag_Query(kFlagMcCoyInRunciters)) {
if (Actor_Clue_Query(kActorOfficerLeary, kClueCrowdInterviewA)
&& Actor_Clue_Query(kActorOfficerLeary, kClueCrowdInterviewB)
) {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyDefault);
} else {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyRC01WalkToCrowd);
}
} else {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyDefault);
}
return true;
case kGoalOfficerLearyPoliceDoneFromRC01:
// kSetFreeSlotG -> kSetFreeSlotC
AI_Movement_Track_Flush(kActorOfficerLeary);
AI_Movement_Track_Append(kActorOfficerLeary, 39, Random_Query(120, 240)); // kSetFreeSlotG
AI_Movement_Track_Append(kActorOfficerLeary, 35, 0); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
return true;
#if BLADERUNNER_ORIGINAL_BUGS
#else
case kGoalOfficerLearyRC01ResumeWalkToCrowd:
AI_Countdown_Timer_Reset(kActorOfficerLeary, kActorTimerAIScriptCustomTask0); // usable for custom stuff are timers 0-2
AI_Countdown_Timer_Start(kActorOfficerLeary, kActorTimerAIScriptCustomTask0, 4); // wait a few seconds before starting taking notes again
return true;
#endif // BLADERUNNER_ORIGINAL_BUGS
case kGoalOfficerLearyEndOfAct1:
AI_Movement_Track_Flush(kActorOfficerLeary);
return false;
case kGoalOfficerLearyVisitsBulletBob:
// kSetRC04
// Leary visits Bullet Bob shop - un-triggered
AI_Movement_Track_Flush(kActorOfficerLeary);
AI_Movement_Track_Append(kActorOfficerLeary, 107, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 108, 0);
AI_Movement_Track_Repeat(kActorOfficerLeary);
return true;
case kGoalOfficerLearyStartOfAct4:
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyHuntingAroundAct4);
return true;
case kGoalOfficerLearyHuntingAroundAct4:
// debug("Flushing Leary movement track");
AI_Movement_Track_Flush(kActorOfficerLeary);
switch (Random_Query(1, 10)) {
case 1:
// kSetNR01
// debug("leary 1 kSetNR01");
AI_Movement_Track_Append(kActorOfficerLeary, 398, 15);
AI_Movement_Track_Append(kActorOfficerLeary, 399, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 400, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 401, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerLeary, 402, 3, 276);
AI_Movement_Track_Append(kActorOfficerLeary, 403, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 404, 15);
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
case 2:
// kSetCT11
// debug("leary 2 kSetCT11");
AI_Movement_Track_Append(kActorOfficerLeary, 385, 10);
AI_Movement_Track_Append(kActorOfficerLeary, 242, 2);
AI_Movement_Track_Append(kActorOfficerLeary, 386, 2);
AI_Movement_Track_Append(kActorOfficerLeary, 387, 15);
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
case 3:
// kSetDR01_DR02_DR04
// debug("leary 3 kSetDR01_DR02_DR04");
AI_Movement_Track_Append(kActorOfficerLeary, 390, 10);
AI_Movement_Track_Append(kActorOfficerLeary, 391, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 392, 5);
AI_Movement_Track_Append(kActorOfficerLeary, 345, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 393, 15);
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
case 4:
// kSetRC03 -> kSetFreeSlotC
// debug("leary 4 kSetRC03 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 381, 15);
AI_Movement_Track_Append(kActorOfficerLeary, 382, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 383, 15);
AI_Movement_Track_Append(kActorOfficerLeary, 382, 3);
AI_Movement_Track_Append(kActorOfficerLeary, 384, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
case 5:
// kSetBB01 -> kSetFreeSlotC
// debug("leary 5 kSetBB01 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 388, 10);
AI_Movement_Track_Append(kActorOfficerLeary, 389, 10);
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
case 6:
// kSetCT11 - identical to case 2
// debug("leary 6 kSetCT11 - identical to case 2");
AI_Movement_Track_Append(kActorOfficerLeary, 385, 10);
AI_Movement_Track_Append(kActorOfficerLeary, 242, 2);
AI_Movement_Track_Append(kActorOfficerLeary, 386, 2);
AI_Movement_Track_Append(kActorOfficerLeary, 387, 15);
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
#if BLADERUNNER_ORIGINAL_BUGS
// Gaff is waiting at MA07 and he will trigger a non-interactive dialogue with McCoy.
// When the police officer is there as well he will kill McCoy because player cannot control him.
case 7:
// kSetMA07 -> kSetFreeSlotC
AI_Movement_Track_Append(kActorOfficerLeary, 394, 15);
AI_Movement_Track_Append(kActorOfficerLeary, 395, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 396, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 397, 15);
AI_Movement_Track_Append(kActorOfficerLeary, 396, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 395, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 430, 15);
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
#else
case 7:
// kSetFreeSlotC
// debug("leary 7 MA07 changed to kSetFreeSlotC");
// just put him away for a few seconds
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
#endif // BLADERUNNER_ORIGINAL_BUGS
case 8:
switch (Random_Query(1, 7)) {
case 1:
// kSetUG10 -> kSetFreeSlotC
// debug("leary 8-1 kSetUG10 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 302, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 407, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 408, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
case 2:
// kSetUG14
// debug("leary 8-2 kSetUG14");
AI_Movement_Track_Append(kActorOfficerLeary, 536, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 537, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 538, 1);
AI_Movement_Track_Append(kActorOfficerLeary, 537, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 536, 0);
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
case 3:
// kSetUG04 -> kSetFreeSlotC
// debug("leary 8-3 kSetUG04 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 296, 10);
AI_Movement_Track_Append(kActorOfficerLeary, 409, 2);
AI_Movement_Track_Append(kActorOfficerLeary, 296, 10);
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
case 4:
// kSetUG05 -> kSetFreeSlotC
// debug("leary 8-4 kSetUG05 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 411, 10);
AI_Movement_Track_Append(kActorOfficerLeary, 412, 5);
AI_Movement_Track_Append(kActorOfficerLeary, 411, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
case 5:
#if BLADERUNNER_ORIGINAL_BUGS
// kSetUG06 -> kSetFreeSlotC
// debug("leary 8-5 kSetUG06 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 413, 10);
AI_Movement_Track_Append(kActorOfficerLeary, 414, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerLeary, 431, 0, 1017);
AI_Movement_Track_Append(kActorOfficerLeary, 432, 10);
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
#else
// Don't allow police officers to shoot McCoy while he is
// disabled reciting his monologue at start of Act 4
if (Game_Flag_Query(kFlagUG06Chapter4Started)) {
// kSetUG06 -> kSetFreeSlotC
// debug("leary 8-5 kSetUG06 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 413, 10);
AI_Movement_Track_Append(kActorOfficerLeary, 414, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerLeary, 431, 0, 1017);
AI_Movement_Track_Append(kActorOfficerLeary, 432, 10);
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
// fall through
case 6:
// kSetUG07 -> kSetFreeSlotC
#if BLADERUNNER_ORIGINAL_BUGS
// debug("leary 8-6 kSetUG07 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 415, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerLeary, 416, 0, 620);
AI_Movement_Track_Append(kActorOfficerLeary, 417, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 418, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
#else
// Don't put police in UG07 after the UG18 Guzza scene
// since Clovis may be there too and that does not work well
if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
// debug("leary 8-6 kSetUG07 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 415, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerLeary, 416, 0, 620);
AI_Movement_Track_Append(kActorOfficerLeary, 417, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 418, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
break;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
// fall through
case 7:
// kSetUG01 -> kSetFreeSlotC
// debug("leary 8-7 kSetUG01 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 405, 10);
AI_Movement_Track_Append(kActorOfficerLeary, 406, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
return false;
default:
return false;
}
#if !BLADERUNNER_ORIGINAL_BUGS
break;
#endif // BLADERUNNER_ORIGINAL_BUGS
// a bug in original game - no break here
// fall through
case 9:
if (Random_Query(1, 2) == 2) {
// kSetUG09 -> kSetFreeSlotC
// debug("leary 9-2 kSetUG09 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 433, 10);
AI_Movement_Track_Append(kActorOfficerLeary, 434, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 435, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
return false;
}
// kSetUG08 -> kSetFreeSlotC
// debug("leary 9-1 kSetUG08 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 420, 10);
AI_Movement_Track_Append(kActorOfficerLeary, 422, 2);
AI_Movement_Track_Append(kActorOfficerLeary, 421, 1);
AI_Movement_Track_Append_With_Facing(kActorOfficerLeary, 422, 4, 182);
AI_Movement_Track_Append(kActorOfficerLeary, 420, 10);
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
#if !BLADERUNNER_ORIGINAL_BUGS
return false;
#endif // BLADERUNNER_ORIGINAL_BUGS
// a bug in original game - no break or return here
// fall through
case 10:
// kSetUG12 -> kSetFreeSlotC
// debug("leary 10 kSetUG12 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 310, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 307, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 309, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 310, 0);
AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
return false;
default:
return false;
}
#if !BLADERUNNER_ORIGINAL_BUGS
return false;
#endif // BLADERUNNER_ORIGINAL_BUGS
// a bug in original game - no break or return here
// fall through
case kGoalOfficerLearyPrepareToHuntAroundAct4:
// aux goal in order to immediately switch back to kGoalOfficerLearyHuntingAroundAct4 goal
// and run GoalChanged() for kGoalOfficerLearyHuntingAroundAct4 again
// debug("Setting Leary goal to kGoalOfficerLearyHuntingAroundAct4");
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyHuntingAroundAct4);
return true;
case kGoalOfficerLearyBlockingUG07:
// kSetUG07
AI_Movement_Track_Flush(kActorOfficerLeary);
AI_Movement_Track_Append_With_Facing(kActorOfficerLeary, 416, 0, 556);
Actor_Change_Animation_Mode(kActorOfficerLeary, kAnimationModeCombatIdle);
AI_Movement_Track_Repeat(kActorOfficerLeary);
return true;
case 308:
// kSetCT01_CT12
// never triggered - TODO a bug? Could be related to cut McCoy's arrest from Grayford
AI_Movement_Track_Flush(kActorOfficerLeary);
AI_Movement_Track_Append_Run_With_Facing(kActorOfficerLeary, 440, 2, 355);
AI_Movement_Track_Append_Run_With_Facing(kActorOfficerLeary, 441, 0, 825);
AI_Movement_Track_Repeat(kActorOfficerLeary);
return true;
case kGoalOfficerLearyStartOfAct5:
// kSetFreeSlotC
AI_Movement_Track_Flush(kActorOfficerLeary);
AI_Movement_Track_Append(kActorOfficerLeary, 35, 0); // kSetFreeSlotC
AI_Movement_Track_Repeat(kActorOfficerLeary);
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyDummyGoalAct5);
return true;
case kGoalOfficerLearyPoliceWait120SecondsToAttackHF05:
AI_Countdown_Timer_Reset(kActorOfficerLeary, kActorTimerAIScriptCustomTask1);
AI_Countdown_Timer_Start(kActorOfficerLeary, kActorTimerAIScriptCustomTask1, 120);
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyDummyGoalAct5);
return true;
case kGoalOfficerLearyPoliceWait60SecondsToAttackHF05:
AI_Countdown_Timer_Reset(kActorOfficerLeary, kActorTimerAIScriptCustomTask1);
AI_Countdown_Timer_Start(kActorOfficerLeary, kActorTimerAIScriptCustomTask1, 60);
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyDummyGoalAct5);
return true;
case kGoalOfficerLearyPoliceAboutToAttackHF05:
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyDummyGoalAct5);
Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordDummyGoalAct5);
return false;
default:
return false;
}
}
bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 32:
*animation = kModelAnimationOfficerLearyPutNotepadAway;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyPutNotepadAway)) {
*animation = kModelAnimationOfficerLearyOscillateIdle;
_animationState = 0;
_varChooseIdleAnimation = 0;
_animationFrame = 0;
}
*frame = _animationFrame;
return true;
case 31:
*animation = kModelAnimationOfficerLearyTakeOutNotepad;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyTakeOutNotepad)) {
*animation = kModelAnimationOfficerLearyTakingNotes;
_animationState = 1;
_animationFrame = 0;
}
*frame = _animationFrame;
return true;
case 30:
*animation = kModelAnimationOfficerLearyGotHitBack;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyGotHitBack)) {
*animation = kModelAnimationOfficerLearyOscillateIdle;
_animationState = 0;
_animationFrame = 0;
Actor_Change_Animation_Mode(kActorOfficerLeary, kAnimationModeIdle);
}
*frame = _animationFrame;
return true;
case 29:
*animation = kModelAnimationOfficerLearyGotHitFront;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyGotHitFront)) {
*animation = kModelAnimationOfficerLearyOscillateIdle;
_animationState = 0;
_animationFrame = 0;
Actor_Change_Animation_Mode(kActorOfficerLeary, kAnimationModeIdle);
}
*frame = _animationFrame;
return true;
case 28:
*animation = kModelAnimationOfficerLearyCombatShotDead;
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyCombatShotDead) - 1) {
++_animationFrame;
}
*frame = _animationFrame;
return true;
case 27:
*animation = kModelAnimationOfficerLearyShotDead;
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyShotDead) - 1) {
++_animationFrame;
}
*frame = _animationFrame;
return true;
case 26:
*animation = kModelAnimationOfficerLearyCombatGotHitLeft;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyCombatGotHitLeft)) {
_animationState = 21;
_animationFrame = 0;
*animation = kModelAnimationOfficerLearyCombatIdle;
Actor_Change_Animation_Mode(kActorOfficerLeary, kAnimationModeCombatIdle);
}
*frame = _animationFrame;
return true;
case 25:
*animation = kModelAnimationOfficerLearyCombatGotHitRight;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyCombatGotHitRight)) {
_animationState = 21;
_animationFrame = 0;
*animation = kModelAnimationOfficerLearyCombatIdle;
Actor_Change_Animation_Mode(kActorOfficerLeary, kAnimationModeCombatIdle);
}
*frame = _animationFrame;
return true;
case 24:
*animation = kModelAnimationOfficerLearyCombatFireGun;
++_animationFrame;
if (_animationFrame == 4) {
if (Random_Query(1, 2) == 1) {
Sound_Play_Speech_Line(kActorOfficerLeary, 9010, 75, 0, 99);
} else {
Sound_Play_Speech_Line(kActorOfficerLeary, 9015, 75, 0, 99);
}
}
if (_animationFrame == 5) {
Actor_Combat_AI_Hit_Attempt(kActorOfficerLeary);
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyCombatFireGun)) {
_animationState = 21;
_animationFrame = 0;
*animation = kModelAnimationOfficerLearyCombatIdle;
Actor_Change_Animation_Mode(kActorOfficerLeary, kAnimationModeCombatIdle);
}
*frame = _animationFrame;
return true;
case 23:
*animation = kModelAnimationOfficerLearyCombatHolsterGun;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyCombatHolsterGun)) {
*animation = kModelAnimationOfficerLearyOscillateIdle;
_animationState = 0;
_animationFrame = 0;
}
*frame = _animationFrame;
return true;
case 22:
*animation = kModelAnimationOfficerLearyCombatUnholsterGun;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyCombatUnholsterGun)) {
_animationState = 21;
_animationFrame = 0;
*animation = kModelAnimationOfficerLearyCombatIdle;
}
*frame = _animationFrame;
return true;
case 21:
*animation = kModelAnimationOfficerLearyCombatIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyCombatIdle)) {
_animationFrame = 0;
}
*frame = _animationFrame;
return true;
case 20:
*animation = kModelAnimationOfficerLearyCombatIdle;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyCombatIdle) - 1) {
_animationFrame = 0;
}
*frame = _animationFrame;
return true;
case 19:
*animation = kModelAnimationOfficerLearyScratchHeadApologyTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyScratchHeadApologyTalk)) {
_animationState = 11;
_animationFrame = 0;
*animation = kModelAnimationOfficerLearyCalmExplainTalk;
}
*frame = _animationFrame;
return true;
case 18:
*animation = kModelAnimationOfficerLearyHandsOnWaistTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyHandsOnWaistTalk)) {
_animationState = 11;
_animationFrame = 0;
*animation = kModelAnimationOfficerLearyCalmExplainTalk;
}
*frame = _animationFrame;
return true;
case 17:
*animation = kModelAnimationOfficerLearyUrgeOrQuestionTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyUrgeOrQuestionTalk)) {
_animationState = 11;
_animationFrame = 0;
*animation = kModelAnimationOfficerLearyCalmExplainTalk;
}
*frame = _animationFrame;
return true;
case 16:
*animation = kModelAnimationOfficerLearyMoreUpsetTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyMoreUpsetTalk)) {
_animationState = 11;
_animationFrame = 0;
*animation = kModelAnimationOfficerLearyCalmExplainTalk;
}
*frame = _animationFrame;
return true;
case 15:
*animation = kModelAnimationOfficerLearyUpsetOrCommandTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyUpsetOrCommandTalk)) {
_animationState = 11;
_animationFrame = 0;
*animation = kModelAnimationOfficerLearyCalmExplainTalk;
}
*frame = _animationFrame;
return true;
case 14:
*animation = kModelAnimationOfficerLearyWarnOrThreatenTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyWarnOrThreatenTalk)) {
_animationState = 11;
_animationFrame = 0;
*animation = kModelAnimationOfficerLearyCalmExplainTalk;
}
*frame = _animationFrame;
return true;
case 13:
*animation = kModelAnimationOfficerLearyLongerExplainTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyLongerExplainTalk)) {
_animationState = 11;
_animationFrame = 0;
*animation = kModelAnimationOfficerLearyCalmExplainTalk;
}
*frame = _animationFrame;
return true;
case 12:
*animation = kModelAnimationOfficerLearyIndicateTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyIndicateTalk)) {
_animationState = 11;
_animationFrame = 0;
*animation = kModelAnimationOfficerLearyCalmExplainTalk;
}
*frame = _animationFrame;
return true;
case 11:
if (_animationFrame <= 2) {
_idleModeRequestedWhileInTalkingState = false;
_animationState = 0;
_animationFrame = 0;
*animation = kModelAnimationOfficerLearyOscillateIdle;
_varChooseIdleAnimation = Random_Query(0, 1);
*frame = _animationFrame;
return true;
}
*animation = kModelAnimationOfficerLearyCalmExplainTalk;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyCalmExplainTalk)) {
_animationFrame = 0;
if (_idleModeRequestedWhileInTalkingState) {
_idleModeRequestedWhileInTalkingState = false;
_animationState = 0;
_animationFrame = 0;
*animation = kModelAnimationOfficerLearyOscillateIdle;
_varChooseIdleAnimation = Random_Query(0, 1);
} else {
_animationState = Random_Query(0, 8) + 11;
}
_animationFrame = 0;
}
*frame = _animationFrame;
return true;
case 10:
*animation = kModelAnimationOfficerLearyCombatClimbStairsDown;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyCombatClimbStairsDown)) {
_animationFrame = 0;
}
*frame = _animationFrame;
return true;
case 9:
*animation = kModelAnimationOfficerLearyCombatClimbStairsUp;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyCombatClimbStairsUp)) {
_animationFrame = 0;
}
*frame = _animationFrame;
return true;
case 8:
*animation = kModelAnimationOfficerLearyCombatRunning;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyCombatRunning)) {
_animationFrame = 0;
}
*frame = _animationFrame;
return true;
case 7:
*animation = kModelAnimationOfficerLearyCombatWalking;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyCombatWalking)) {
_animationFrame = 0;
}
*frame = _animationFrame;
return true;
case 6:
*animation = kModelAnimationOfficerLearyClimbStairsDown;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyClimbStairsDown)) {
_animationFrame = 0;
}
*frame = _animationFrame;
return true;
case 5:
*animation = kModelAnimationOfficerLearyClimbStairsUp;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyClimbStairsUp)) {
_animationFrame = 0;
}
*frame = _animationFrame;
return true;
case 4:
*animation = kModelAnimationOfficerLearyRunning;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyRunning)) {
_animationFrame = 0;
}
*frame = _animationFrame;
return true;
case 3:
*animation = kModelAnimationOfficerLearyWalking;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyWalking)) {
_animationFrame = 0;
}
*frame = _animationFrame;
return true;
case 2:
if (Game_Flag_Query(kFlagOfficerLearyTakingNotes)) {
*animation = kModelAnimationOfficerLearyPutNotepadAway;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyPutNotepadAway)) {
Game_Flag_Reset(kFlagOfficerLearyTakingNotes);
_animationFrame = 0;
_animationState = _animationStateNext;
*animation = _animationNext;
}
} else {
if (_varChooseIdleAnimation == 0) {
*animation = kModelAnimationOfficerLearyOscillateIdle;
}
if (_varChooseIdleAnimation == 1) {
*animation = kModelAnimationOfficerLearyLookAroundIdle;
}
if (_varChooseIdleAnimation == 2) {
*animation = kModelAnimationOfficerLearyRockBackForthIdle;
}
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(*animation) / 2) {
_animationFrame += 3;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(*animation) - 1) {
_animationFrame = 0;
_animationState = _animationStateNext;
*animation = _animationNext;
}
} else {
_animationFrame -= 3;
if (_animationFrame < 0) {
_animationFrame = 0;
_animationState = _animationStateNext;
*animation = _animationNext;
}
}
}
*frame = _animationFrame;
return true;
case 1:
*animation = kModelAnimationOfficerLearyTakingNotes;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyTakingNotes)) {
_animationFrame = 0;
}
if (!Game_Flag_Query(kFlagOfficerLearyTakingNotes)) {
_animationState = 32;
_animationFrame = 0;
*animation = kModelAnimationOfficerLearyPutNotepadAway;
}
*frame = _animationFrame;
return true;
case 0:
if ( Game_Flag_Query(kFlagOfficerLearyTakingNotes)
&& !Game_Flag_Query(kFlagRC01McCoyAndOfficerLearyTalking)) {
_animationState = 31;
_animationFrame = 0;
*animation = kModelAnimationOfficerLearyTakeOutNotepad;
} else if (_varChooseIdleAnimation == 1) {
*animation = kModelAnimationOfficerLearyLookAroundIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyLookAroundIdle)) {
_varChooseIdleAnimation = Random_Query(0, 2);
_animationFrame = 0;
}
} else if (_varChooseIdleAnimation == 2) {
*animation = kModelAnimationOfficerLearyRockBackForthIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyRockBackForthIdle)) {
_varChooseIdleAnimation = Random_Query(0, 2);
_animationFrame = 0;
}
} else if (_varChooseIdleAnimation == 0) {
*animation = kModelAnimationOfficerLearyOscillateIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationOfficerLearyOscillateIdle)) {
_varChooseIdleAnimation = Random_Query(0, 2);
_animationFrame = 0;
}
}
*frame = _animationFrame;
return true;
default:
// Dummy placeholder, kModelAnimationZubenWalking (399) is a Zuben animation
*animation = kModelAnimationZubenWalking;
*frame = _animationFrame;
debugC(6, kDebugAnimation, "AIScriptOfficerLeary::UpdateAnimation() - Current _animationState (%d) is a placeholder", _animationState);
return true;
}
}
bool AIScriptOfficerLeary::ChangeAnimationMode(int mode) {
int v1;
switch (mode) {
case kAnimationModeIdle:
switch (_animationState) {
case 21:
// fall through
case 24:
_animationState = 23;
_animationFrame = 0;
break;
case 20:
v1 = _animationFrame;
Actor_Change_Animation_Mode(kActorOfficerLeary, kAnimationModeCombatIdle);
_animationFrame = v1;
_animationState = 21;
break;
case 11:
// fall through
case 12:
// fall through
case 13:
// fall through
case 14:
// fall through
case 15:
// fall through
case 16:
// fall through
case 17:
// fall through
case 18:
// fall through
case 19:
_idleModeRequestedWhileInTalkingState = true;
break;
case 0:
// fall through
case 23:
break;
default:
_animationState = 0;
_animationFrame = 0;
_varChooseIdleAnimation = Random_Query(0, 1);
break;
}
break;
case kAnimationModeWalk:
_animationState = 3;
_animationFrame = 0;
break;
case kAnimationModeRun:
_animationState = 4;
_animationFrame = 0;
break;
case kAnimationModeTalk:
if (_animationState == 0 || _animationState == 1) {
_animationState = 2;
_animationStateNext = 11;
_animationNext = kModelAnimationOfficerLearyCalmExplainTalk;
if (Game_Flag_Query(kFlagOfficerLearyTakingNotes)) {
_animationFrame = 0;
}
} else if (_animationState < 11 || _animationState > 19) {
_animationState = 11;
_animationFrame = 0;
_idleModeRequestedWhileInTalkingState = false;
}
break;
case kAnimationModeCombatIdle:
switch (_animationState) {
case 21:
// fall through
case 22:
// fall through
case 24:
break;
case 7:
// fall through
case 8:
// fall through
case 9:
// fall through
case 10:
_animationState = 21;
_animationFrame = 0;
break;
case 0:
_animationState = 22;
_animationFrame = 0;
break;
default:
_animationState = 21;
_animationFrame = 0;
break;
}
break;
case kAnimationModeCombatAttack:
_animationState = 24;
_animationFrame = 0;
break;
case kAnimationModeCombatWalk:
_animationState = 7;
_animationFrame = 0;
break;
case kAnimationModeCombatRun:
_animationState = 8;
_animationFrame = 0;
break;
case 12:
if (_animationState == 0 || _animationState == 1) {
_animationState = 2;
_animationStateNext = 12;
_animationNext = kModelAnimationOfficerLearyIndicateTalk;
if (Game_Flag_Query(kFlagOfficerLearyTakingNotes)) {
_animationFrame = 0;
}
} else if (_animationState < 11 || _animationState > 19) {
_animationState = 12;
_animationFrame = 0;
_idleModeRequestedWhileInTalkingState = false;
}
break;
case 13:
if (_animationState == 0 || _animationState == 1) {
_animationState = 2;
_animationStateNext = 13;
_animationNext = kModelAnimationOfficerLearyLongerExplainTalk;
if (Game_Flag_Query(kFlagOfficerLearyTakingNotes)) {
_animationFrame = 0;
}
} else if (_animationState < 11 || _animationState > 19) {
_animationState = 13;
_animationFrame = 0;
_idleModeRequestedWhileInTalkingState = false;
}
break;
case 14:
if (_animationState == 0 || _animationState == 1) {
_animationState = 2;
_animationStateNext = 14;
_animationNext = kModelAnimationOfficerLearyWarnOrThreatenTalk;
if (Game_Flag_Query(kFlagOfficerLearyTakingNotes)) {
_animationFrame = 0;
}
} else if (_animationState < 11 || _animationState > 19) {
_animationState = 14;
_animationFrame = 0;
_idleModeRequestedWhileInTalkingState = false;
}
break;
case 15:
if (_animationState == 0 || _animationState == 1) {
_animationState = 2;
_animationStateNext = 15;
_animationNext = kModelAnimationOfficerLearyUpsetOrCommandTalk;
if (Game_Flag_Query(kFlagOfficerLearyTakingNotes)) {
_animationFrame = 0;
}
} else if (_animationState < 11 || _animationState > 19) {
_animationState = 15;
_animationFrame = 0;
_idleModeRequestedWhileInTalkingState = false;
}
break;
case 16:
if (_animationState == 0 || _animationState == 1) {
_animationState = 2;
_animationStateNext = 16;
_animationNext = kModelAnimationOfficerLearyMoreUpsetTalk;
if (Game_Flag_Query(kFlagOfficerLearyTakingNotes)) {
_animationFrame = 0;
}
} else if (_animationState < 11 || _animationState > 19) {
_animationState = 16;
_animationFrame = 0;
_idleModeRequestedWhileInTalkingState = false;
}
break;
case 17:
if (_animationState == 0 || _animationState == 1) {
_animationState = 2;
_animationStateNext = 17;
_animationNext = kModelAnimationOfficerLearyUrgeOrQuestionTalk;
if (Game_Flag_Query(kFlagOfficerLearyTakingNotes)) {
_animationFrame = 0;
}
} else if (_animationState < 11 || _animationState > 19) {
_animationState = 17;
_animationFrame = 0;
_idleModeRequestedWhileInTalkingState = false;
}
break;
case 18:
if (_animationState == 0 || _animationState == 1) {
_animationState = 2;
_animationStateNext = 18;
_animationNext = kModelAnimationOfficerLearyHandsOnWaistTalk;
if (Game_Flag_Query(kFlagOfficerLearyTakingNotes)) {
_animationFrame = 0;
}
} else if (_animationState < 11 || _animationState > 19) {
_animationState = 18;
_animationFrame = 0;
_idleModeRequestedWhileInTalkingState = false;
}
break;
case 19:
if (_animationState == 0 || _animationState == 1) {
_animationState = 2;
_animationStateNext = 19;
_animationNext = kModelAnimationOfficerLearyScratchHeadApologyTalk;
if (Game_Flag_Query(kFlagOfficerLearyTakingNotes)) {
_animationFrame = 0;
}
} else if (_animationState < 11 || _animationState > 19) {
_animationState = 19;
_animationFrame = 0;
_idleModeRequestedWhileInTalkingState = false;
}
break;
case 21:
// NOTE
// Based on the exported c file from the IDB:
// The *else* clause here essentially was:
// if (_animationState < 21 || _animationState > 24 || (_animationState != 21 && _animationState != 24)) { }
// which can essentially be reduced to:
// if (_animationState != 21 && _animationState != 24) { }
// TODO maybe check dissasm code again to make sure that this is the actual intent,
// since it seems that the final sub-clause overrides the previous two sub-clauses.
if (_animationState == 21 || _animationState == 24) {
if (Random_Query(0, 1)) {
_animationState = 25;
} else {
_animationState = 26;
}
_animationFrame = 0;
} else {
if (Random_Query(0, 1)) {
_animationState = 29;
} else {
_animationState = 30;
}
_animationFrame = 0;
}
break;
case 22:
if (Random_Query(0, 1)) {
_animationState = 25;
} else {
_animationState = 26;
}
_animationFrame = 0;
break;
case 27:
Game_Flag_Reset(kFlagOfficerLearyTakingNotes);
break;
case 28:
Game_Flag_Set(kFlagOfficerLearyTakingNotes);
break;
case kAnimationModeWalkUp:
_animationState = 5;
_animationFrame = 0;
break;
case kAnimationModeWalkDown:
_animationState = 6;
_animationFrame = 0;
break;
case kAnimationModeCombatWalkUp:
_animationState = 9;
_animationFrame = 0;
break;
case kAnimationModeCombatWalkDown:
_animationState = 10;
_animationFrame = 0;
break;
case kAnimationModeDie:
// NOTE
// Based on the exported c file from the IDB:
// The *else* clause here essentially was:
// if (_animationState < 21 || _animationState > 24 || (_animationState != 21 && _animationState != 22 && _animationState != 24)) { }
// which can essentially be reduced to:
// if (_animationState != 21 && _animationState != 22 && _animationState != 24) { }
// TODO maybe check dissasm code again to make sure that this is the actual intent,
// since it seems that the final sub-clause overrides the previous two sub-clauses.
if (_animationState == 21 || _animationState == 22 || _animationState == 24) {
_animationState = 28;
_animationFrame = 0;
} else {
_animationState = 27;
_animationFrame = 0;
}
break;
case 58:
_animationState = 20;
_animationFrame = 0;
break;
default:
debugC(6, kDebugAnimation, "AIScriptOfficerLeary::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptOfficerLeary::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptOfficerLeary::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptOfficerLeary::ReachedMovementTrackWaypoint(int waypointId) {
// debug("Leary reached waypoint: %d", waypointId);
if (waypointId == 57 || waypointId == 58) {
// Interrogating crowd in kSetRC01
Game_Flag_Set(kFlagOfficerLearyTakingNotes);
AI_Countdown_Timer_Reset(kActorOfficerLeary, kActorTimerAIScriptCustomTask2);
AI_Countdown_Timer_Start(kActorOfficerLeary, kActorTimerAIScriptCustomTask2, 6);
}
return true;
}
void AIScriptOfficerLeary::FledCombat() {
Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyStartOfAct4);
}
} // End of namespace BladeRunner