Files
scummvm/engines/bladerunner/script/ai/leon.cpp
T
Peter Kohaut 19d9e4cec8 BLADERUNNER: Added combat
Math cleanup
Fixed obstacle detection
2018-03-17 16:42:25 +01:00

462 lines
12 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "bladerunner/script/ai_script.h"
namespace BladeRunner {
AIScriptLeon::AIScriptLeon(BladeRunnerEngine *vm) : AIScriptBase(vm) {
var_45EDA0_z = 0.0f;
var_45EDA4_y = 0.0f;
var_45EDA8_x = 0.0f;
var_45EDAC = 0;
}
void AIScriptLeon::Initialize() {
var_45EDA0_z = 0.0f;
var_45EDA4_y = 0.0f;
var_45EDA8_x = 0.0f;
var_45EDAC = 0;
_animationStateNext = 0;
_animationNext = 0;
_animationFrame = 0;
_animationState = 0;
}
bool AIScriptLeon::Update() {
int goalNumber = Actor_Query_Goal_Number(kActorLeon);
if (goalNumber == 3) {
Actor_Set_Goal_Number(kActorLeon, 4);
return true;
}
if (goalNumber == 5) {
if (Player_Query_Combat_Mode() == 1) {
Actor_Set_Goal_Number(kActorLeon, 7);
return true;
}
if (Actor_Query_Inch_Distance_From_Actor(kActorLeon, 0) <= 36 && !Player_Query_Combat_Mode()) {
Actor_Set_Goal_Number(kActorLeon, 6);
return true;
}
if (sub_446700(kActorLeon, var_45EDA8_x, var_45EDA4_y, var_45EDA0_z) > 12.0f) {
Actor_Query_XYZ(kActorMcCoy, &var_45EDA8_x, &var_45EDA4_y, &var_45EDA0_z);
Async_Actor_Walk_To_XYZ(kActorLeon, var_45EDA8_x, var_45EDA4_y, var_45EDA0_z, 24, false);
}
return true;
}
return false;
}
void AIScriptLeon::TimerExpired(int timer) {
if (timer == 0 && Actor_Query_Goal_Number(kActorLeon) == 7) {
AI_Countdown_Timer_Reset(kActorLeon, 0);
Actor_Set_Goal_Number(kActorLeon, 8);
}
}
void AIScriptLeon::CompletedMovementTrack() {
if (Actor_Query_Goal_Number(kActorLeon) == 7) {
AI_Countdown_Timer_Reset(kActorLeon, 0);
AI_Countdown_Timer_Start(kActorLeon, 0, 8);
//return true;
}
//return false;
}
void AIScriptLeon::ReceivedClue(int clueId, int fromActorId) {}
void AIScriptLeon::ClickedByPlayer() {
if (Actor_Query_Goal_Number(kActorLeon) == 1) {
Game_Flag_Set(539);
Player_Loses_Control();
Actor_Face_Actor(kActorMcCoy, kActorLeon, true);
ADQ_Flush();
Actor_Says(kActorMcCoy, 495, 3);
Actor_Set_Goal_Number(kActorLeon, 2);
//return true;
}
//return false;
}
void AIScriptLeon::EnteredScene(int sceneId) {}
void AIScriptLeon::OtherAgentEnteredThisScene(int otherActorId) {
if (otherActorId == kActorMcCoy && Actor_Query_Goal_Number(kActorLeon) == 7) {
AI_Countdown_Timer_Reset(kActorLeon, 0);
AI_Movement_Track_Flush(kActorLeon);
AI_Movement_Track_Append(kActorLeon, 353, 0);
AI_Movement_Track_Repeat(kActorLeon);
//return true;
}
///return false;
}
void AIScriptLeon::OtherAgentExitedThisScene(int otherActorId) {
if (otherActorId == kActorMcCoy && Actor_Query_Which_Set_In(kActorLeon) == 33) {
AI_Movement_Track_Flush(kActorLeon);
ADQ_Flush();
Actor_Set_Goal_Number(kActorLeon, 8);
Actor_Set_Goal_Number(kActorDeskClerk, 1);
//return true;
}
///return false;
}
void AIScriptLeon::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
if (otherActorId == kActorMcCoy && combatMode == 1 && Actor_Query_Goal_Number(kActorLeon) == 1) {
Game_Flag_Set(539);
Player_Loses_Control();
Actor_Face_Actor(kActorMcCoy, kActorLeon, true);
Actor_Says(kActorMcCoy, 500, 5);
Actor_Set_Goal_Number(kActorLeon, 2);
//return true;
}
//return false;
}
void AIScriptLeon::ShotAtAndMissed() {}
bool AIScriptLeon::ShotAtAndHit() {
if (Actor_Query_Goal_Number(kActorLeon) != 7) {
Actor_Set_Goal_Number(kActorLeon, 7);
}
return false;
}
void AIScriptLeon::Retired(int byActorId) {}
int AIScriptLeon::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptLeon::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case 8:
Actor_Put_In_Set(kActorLeon, 91);
AI_Movement_Track_Flush(kActorLeon);
return true;
case 7:
Actor_Force_Stop_Walking(kActorLeon);
AI_Movement_Track_Flush(kActorLeon);
AI_Movement_Track_Append(kActorLeon, 351, 0);
AI_Movement_Track_Append(kActorLeon, 352, 0);
AI_Movement_Track_Repeat(kActorLeon);
return true;
case 6:
Player_Loses_Control();
Actor_Says(kActorLeon, 40, 3);
Actor_Says(kActorMcCoy, 510, 3);
Actor_Says(kActorLeon, 50, 3);
Actor_Change_Animation_Mode(kActorLeon, 6);
return false;
case 5:
return true;
case 4:
Actor_Face_Actor(kActorLeon, kActorMcCoy, true);
Player_Set_Combat_Mode(false);
Actor_Says(kActorLeon, 30, 12);
Actor_Face_Actor(kActorMcCoy, kActorLeon, true);
if (Player_Query_Combat_Mode() == 1) {
Player_Set_Combat_Mode(false);
}
Actor_Says(kActorMcCoy, 505, 23);
Actor_Says(kActorLeon, 60, 13);
Player_Gains_Control();
Loop_Actor_Walk_To_XYZ(kActorLeon, 233.0f, 349.0f, 849.0f, 0, 0, false, 0);
Actor_Face_Actor(kActorLeon, 0, true);
Actor_Face_Actor(kActorMcCoy, kActorLeon, true);
Actor_Says(kActorMcCoy, 515, 18);
Actor_Says_With_Pause(kActorLeon, 70, 0.3f, 12);
Actor_Says(kActorMcCoy, 520, 15);
Actor_Says(kActorLeon, 80, 12);
Loop_Actor_Walk_To_XYZ(kActorLeon, 198.0f, 349.0f, 865.0f, 0, 0, false, 0);
Actor_Face_Actor(kActorLeon, 0, true);
Actor_Face_Actor(kActorMcCoy, kActorLeon, true);
if (Actor_Clue_Query(kActorMcCoy, kClueWantedPoster)) {
Actor_Says_With_Pause(kActorMcCoy, 525, 0.2f, 14);
Actor_Says(kActorLeon, 90, 13);
Actor_Says(kActorMcCoy, 530, 16);
Actor_Set_Goal_Number(kActorLeon, 5);
} else {
Actor_Says_With_Pause(kActorMcCoy, 535, 0.8f, 17);
Actor_Says(kActorLeon, 100, 13);
Actor_Says_With_Pause(kActorMcCoy, 540, 0.0f, 19);
Actor_Says(kActorLeon, 110, 3);
Actor_Says(kActorMcCoy, 550, 17);
Actor_Says(kActorMcCoy, 555, 18);
Actor_Says(kActorLeon, 120, 13);
Actor_Says(kActorMcCoy, 560, 3);
Actor_Says_With_Pause(kActorLeon, 130, 0.8f, 3);
Actor_Face_Current_Camera(kActorMcCoy, true);
Actor_Says(kActorMcCoy, 565, 18);
Actor_Face_Actor(kActorMcCoy, kActorLeon, true);
Actor_Says(kActorLeon, 140, 12);
Actor_Says_With_Pause(kActorMcCoy, 570, 0.0f, 17);
Actor_Says_With_Pause(kActorMcCoy, 575, 1.2f, 13);
Actor_Says(kActorLeon, 150, 3);
Actor_Says(kActorMcCoy, 580, 3);
Actor_Says(kActorLeon, 160, 13);
Actor_Says(kActorLeon, 170, 12);
Actor_Set_Goal_Number(kActorLeon, 7);
}
return true;
case 2:
Actor_Change_Animation_Mode(kActorLeon, 26);
Actor_Change_Animation_Mode(kActorDeskClerk, 26);
return true;
case 1:
Actor_Change_Animation_Mode(kActorDeskClerk, 72);
Actor_Change_Animation_Mode(kActorLeon, 72);
Actor_Put_In_Set(kActorLeon, 31);
Actor_Set_At_XYZ(kActorLeon, 264.0f, 348.52f, 827.0f, 0);
Actor_Face_Actor(kActorDeskClerk, kActorLeon, true);
ADQ_Add(kActorLeon, 0, 16);
ADQ_Add(kActorDeskClerk, 0, 58);
ADQ_Add(kActorLeon, 10, 15);
ADQ_Add(kActorDeskClerk, 10, 58);
ADQ_Add(kActorLeon, 20, 16);
return true;
case 0:
Actor_Put_In_Set(kActorLeon, 91);
Actor_Change_Animation_Mode(kActorLeon, 0);
return true;
}
return false;
}
bool AIScriptLeon::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 10:
*animation = 856;
if (_animationFrame++ == 7) {
Actor_Change_Animation_Mode(kActorMcCoy, 48);
Actor_Retired_Here(kActorMcCoy, 12, 12, 1, -1);
}
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(*animation) - 1) {
*animation = 847;
_animationFrame = 0;
Actor_Change_Animation_Mode(kActorLeon, 0);
}
break;
case 9:
*animation = 849;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(849) - 1) {
Actor_Change_Animation_Mode(kActorLeon, 0);
*animation = 847;
_animationFrame = 0;
_animationState = 0;
if (Actor_Query_Goal_Number(kActorLeon) == 2) {
Actor_Set_Goal_Number(kActorLeon, 3);
}
}
break;
case 8:
*animation = 854;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(854) - 1) {
_animationFrame = 0;
}
break;
case 7:
*animation = 855;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(855) - 1) {
_animationFrame = 0;
_animationState = 6;
*animation = 854;
}
break;
case 6:
if (_animationFrame == 0 && var_45EDAC != 0) {
Actor_Change_Animation_Mode(kActorLeon, 72);
*animation = 848;
} else {
*animation = 854;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(854) - 1) {
_animationFrame = 0;
}
}
break;
case 5:
*animation = 853;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(853) - 1) {
_animationFrame = 0;
_animationState = 2;
*animation = 850;
}
break;
case 4:
*animation = 852;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(852) - 1) {
_animationFrame = 0;
_animationState = 2;
*animation = 850;
}
break;
case 3:
*animation = 851;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(851) - 1) {
_animationFrame = 0;
_animationState = 2;
*animation = 850;
}
break;
case 2:
if (!_animationFrame && var_45EDAC) {
*animation = 847;
_animationState = 0;
} else {
*animation = 850;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(850) - 1) {
_animationFrame = 0;
}
}
break;
case 1:
*animation = 846;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(846) - 1) {
_animationFrame = 0;
}
break;
case 0:
*animation = 847;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(847) - 1) {
_animationFrame = 0;
}
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptLeon::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
switch (_animationState) {
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
var_45EDAC = 1;
break;
case 8:
Actor_Change_Animation_Mode(kActorLeon, 72);
break;
default:
_animationState = 0;
_animationFrame = 0;
break;
}
break;
case kAnimationModeWalk:
_animationState = 1;
_animationFrame = 0;
break;
case kAnimationModeTalk:
_animationState = 2;
_animationFrame = 0;
var_45EDAC = 0;
break;
case kAnimationModeCombatAttack:
_animationState = 10;
_animationFrame = 0;
break;
case 12:
_animationState = 3;
_animationFrame = 0;
var_45EDAC = 0;
break;
case 13:
_animationState = 4;
_animationFrame = 0;
var_45EDAC = 0;
break;
case 14:
_animationState = 5;
_animationFrame = 0;
var_45EDAC = 0;
break;
case 15:
_animationState = 6;
_animationFrame = 0;
var_45EDAC = 0;
break;
case 16:
_animationState = 7;
_animationFrame = 0;
var_45EDAC = 0;
break;
case 26:
_animationState = 9;
_animationFrame = 0;
break;
case 72:
if (_animationState != 8) {
_animationState = 8;
_animationFrame = 0;
}
break;
}
return true;
}
void AIScriptLeon::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptLeon::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptLeon::ReachedMovementTrackWaypoint(int waypointId) {
if (waypointId == 353) {
Actor_Set_Goal_Number(kActorLeon, 8);
}
return true;
}
void AIScriptLeon::FledCombat() {}
float AIScriptLeon::sub_446700(int actorId, float x, float y, float z) {
float actorX, actorY, actorZ;
Actor_Query_XYZ(actorId, &actorX, &actorY, &actorZ);
return sqrtf((z - actorZ) * (z - actorZ) + (y - actorY) * (y - actorY) + (x - actorX) * (x - actorX));
}
} // End of namespace BladeRunner