Files
scummvm/engines/bladerunner/script/ai/general_doll.cpp
T
Thanasis Antoniou d666eb154a BLADERUNNER: Fix rats re-spawn and UG09, UG13 bad paths
UG09 bad path allowed McCoy to teleport to the pipe top left. UG13, when elevator was up McCoy could walk in the empty chute
2019-05-04 17:25:34 +03:00

401 lines
11 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 {
AIScriptGeneralDoll::AIScriptGeneralDoll(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_flag = 0;
}
void AIScriptGeneralDoll::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_flag = 0;
Actor_Put_In_Set(kActorGeneralDoll, kSetFreeSlotG);
Actor_Set_At_Waypoint(kActorGeneralDoll, 39, 0);
Actor_Set_Goal_Number(kActorGeneralDoll, 100);
}
bool AIScriptGeneralDoll::Update() {
if (Global_Variable_Query(kVariableChapter) == 2
&& Actor_Query_Goal_Number(kActorGeneralDoll) <= 101
&& Player_Query_Current_Scene() == kSceneBB05
) {
Actor_Set_Goal_Number(kActorGeneralDoll, 101);
return true;
}
if (Global_Variable_Query(kVariableChapter) == 3
&& Actor_Query_Goal_Number(kActorGeneralDoll) < 200
) {
return true;
}
return false;
}
void AIScriptGeneralDoll::TimerExpired(int timer) {
if (timer == kActorTimerAIScriptCustomTask2) {
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
Actor_Change_Animation_Mode(kActorGeneralDoll, kAnimationModeDie);
AI_Countdown_Timer_Reset(kActorGeneralDoll, kActorTimerAIScriptCustomTask2);
return; //true;
}
return; //false;
}
void AIScriptGeneralDoll::CompletedMovementTrack() {
switch (Actor_Query_Goal_Number(kActorGeneralDoll)) {
case 101:
if (Player_Query_Current_Scene() == kSceneBB05) {
switch (Random_Query(0, 5)) {
case 0:
Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 0, 80, 0, 0, 0);
break;
case 1:
Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 10, 80, 0, 0, 0);
break;
case 2:
Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 20, 80, 0, 0, 0);
break;
case 3:
Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 30, 80, 0, 0, 0);
break;
case 4:
Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 40, 80, 0, 0, 0);
break;
case 5:
Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 50, 80, 0, 0, 0);
break;
}
Actor_Set_Goal_Number(kActorGeneralDoll, 102);
} else {
Actor_Set_Goal_Number(kActorGeneralDoll, 103);
}
return; //true;
case 102:
Actor_Set_Goal_Number(kActorGeneralDoll, 103);
return; //true;
case 103:
Actor_Set_Goal_Number(kActorGeneralDoll, 101);
return; //true;
case 200:
Actor_Set_Goal_Number(kActorGeneralDoll, 201);
return; //true;
case 201:
Actor_Set_Goal_Number(kActorGeneralDoll, 200);
return; //true;
}
return; //false
}
void AIScriptGeneralDoll::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptGeneralDoll::ClickedByPlayer() {
Actor_Face_Actor(kActorMcCoy, kActorGeneralDoll, true);
Actor_Voice_Over(30, kActorVoiceOver);
Actor_Voice_Over(40, kActorVoiceOver);
}
void AIScriptGeneralDoll::EnteredScene(int sceneId) {
// return false;
}
void AIScriptGeneralDoll::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}
void AIScriptGeneralDoll::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}
void AIScriptGeneralDoll::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptGeneralDoll::ShotAtAndMissed() {
// return false;
}
bool AIScriptGeneralDoll::ShotAtAndHit() {
AI_Movement_Track_Flush(kActorGeneralDoll);
Global_Variable_Increment(kVariableGeneralDollShot, 1);
if (!Game_Flag_Query(kFlagGeneralDollShot)
&& Global_Variable_Query(kVariableGeneralDollShot) == 1
) {
Sound_Play(kSfxSERVOD1, 100, 0, 0, 50);
Game_Flag_Set(kFlagGeneralDollShot);
Actor_Set_Goal_Number(kActorGeneralDoll, 104);
ChangeAnimationMode(kAnimationModeDie);
Actor_Set_Targetable(kActorGeneralDoll, false);
}
return false;
}
void AIScriptGeneralDoll::Retired(int byActorId) {
// return false;
}
int AIScriptGeneralDoll::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptGeneralDoll::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case 100:
AI_Movement_Track_Flush(kActorGeneralDoll);
AI_Movement_Track_Append(kActorGeneralDoll, 39, 0);
AI_Movement_Track_Repeat(kActorGeneralDoll);
break;
case 101:
AI_Movement_Track_Flush(kActorGeneralDoll);
AI_Movement_Track_Append(kActorGeneralDoll, 196, 0);
AI_Movement_Track_Repeat(kActorGeneralDoll);
break;
case 102:
AI_Movement_Track_Flush(kActorGeneralDoll);
AI_Movement_Track_Append(kActorGeneralDoll, 197, 0);
AI_Movement_Track_Repeat(kActorGeneralDoll);
break;
case 103:
AI_Movement_Track_Flush(kActorGeneralDoll);
if (Random_Query(1, 2) == 1) {
AI_Movement_Track_Append(kActorGeneralDoll, 198, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 329, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 328, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 330, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 331, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 335, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 139, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 138, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 137, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 136, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 135, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 134, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 326, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 327, 0);
} else {
AI_Movement_Track_Append(kActorGeneralDoll, 136, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 137, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 138, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 139, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 335, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 331, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 327, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 326, 0);
}
AI_Movement_Track_Repeat(kActorGeneralDoll);
break;
case 104:
AI_Movement_Track_Flush(kActorGeneralDoll);
break;
case 106:
AI_Movement_Track_Flush(kActorGeneralDoll);
AI_Movement_Track_Append(kActorGeneralDoll, 196, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 197, 0);
AI_Movement_Track_Repeat(kActorGeneralDoll);
break;
case 200:
AI_Movement_Track_Flush(kActorGeneralDoll);
Actor_Put_In_Set(kActorGeneralDoll, kSetBB05);
Actor_Set_At_Waypoint(kActorGeneralDoll, 134, 0);
Actor_Set_Goal_Number(kActorGeneralDoll, 201);
break;
case 201:
AI_Movement_Track_Flush(kActorGeneralDoll);
if (Random_Query(1, 2) == 1) {
AI_Movement_Track_Append(kActorGeneralDoll, 198, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 329, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 328, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 330, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 331, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 335, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 139, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 138, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 137, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 136, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 135, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 134, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 326, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 327, 0);
} else {
AI_Movement_Track_Append(kActorGeneralDoll, 136, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 137, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 138, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 139, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 335, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 331, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 327, 0);
AI_Movement_Track_Append(kActorGeneralDoll, 326, 0);
}
AI_Movement_Track_Repeat(kActorGeneralDoll);
break;
case 299:
AI_Movement_Track_Flush(kActorGeneralDoll);
break;
default:
return false;
}
return true;
}
bool AIScriptGeneralDoll::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
*animation = 834;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(834)) {
_animationFrame = 0;
}
break;
case 1:
*animation = 835;
if (!_animationFrame && _flag) {
*animation = 834;
_animationFrame = 0;
_animationState = 0;
} else {
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(835)) {
_animationFrame = 0;
}
}
break;
case 2:
*animation = 833;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(833)) {
_animationFrame = 0;
}
break;
case 3:
*animation = 837;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(837)) {
*animation = 834;
_animationFrame = 0;
_animationState = 0;
}
break;
case 4:
*animation = 836;
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(836) - 1) {
_animationFrame++;
}
break;
default:
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptGeneralDoll::ChangeAnimationMode(int mode) {
switch (mode) {
case 0:
if (_animationState == 1) {
_flag = 1;
} else {
_animationState = 0;
_animationFrame = 0;
}
break;
case 1:
_animationState = 2;
_animationFrame = 0;
break;
case 3:
_animationState = 1;
_animationFrame = 0;
_flag = 0;
break;
case 43:
_animationState = 3;
_animationFrame = 0;
break;
case kAnimationModeDie:
_animationState = 4;
_animationFrame = 0;
break;
}
return true;
}
void AIScriptGeneralDoll::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptGeneralDoll::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptGeneralDoll::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptGeneralDoll::FledCombat() {
// return false;
}
} // End of namespace BladeRunner