Files
scummvm/engines/bladerunner/script/ai/mutant2.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

565 lines
15 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 {
AIScriptMutant2::AIScriptMutant2(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_flag = 0;
_var1 = 1;
}
void AIScriptMutant2::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_flag = 0;
_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()) {
Actor_Set_Goal_Number(kActorMutant2, 403);
}
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::EnteredScene(int sceneId) {
// return false;
}
void AIScriptMutant2::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}
void AIScriptMutant2::OtherAgentExitedThisScene(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:
case kSetUG05:
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:
case kSetUG12:
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;
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, 48);
Actor_Set_Intelligence(kActorMutant2, 20);
Actor_Set_Health(71, 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);
}
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 = 903;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(903)) {
_animationFrame = 0;
}
break;
case 1:
*animation = 901;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(901)) {
_animationFrame = 0;
}
break;
case 2:
*animation = 902;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(902)) {
_animationFrame = 0;
}
break;
case 3:
if (!_animationFrame && _flag) {
*animation = 903;
_animationState = 0;
} else {
*animation = 905;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(905)) {
_animationFrame = 0;
}
}
break;
case 4:
*animation = 905;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(905)) {
_animationFrame = 0;
_animationState = 3;
*animation = 904;
}
break;
case 5:
*animation = 906;
_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(906)) {
Actor_Change_Animation_Mode(kActorMutant2, 0);
}
break;
case 6:
*animation = 907;
_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 = 907;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(907) - 2;
break;
case 8:
*animation = 907;
_animationFrame += _var1;
if (_animationFrame == 4) {
_var1 = -1;
Sound_Play(kSfxHURT1M2, 100, 0, 0, 50);
} else {
if (!_animationFrame) {
Actor_Change_Animation_Mode(kActorMutant2, 0);
}
}
break;
default:
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptMutant2::ChangeAnimationMode(int mode) {
switch (mode) {
case 0:
if (_animationState >= 3 && _animationState <= 4) {
_flag = 1;
} else {
_animationState = 0;
_animationFrame = 0;
}
break;
case 1:
case 7:
_animationState = 1;
_animationFrame = 0;
break;
case 2:
case 8:
_animationState = 2;
_animationFrame = 0;
break;
case 3:
_animationState = 3;
_animationFrame = 0;
_flag = 0;
break;
case 4:
if (_animationState >= 3 && _animationState <= 4) {
_flag = 1;
} else {
_animationState = 0;
_animationFrame = 0;
}
break;
case 6:
_animationState = 5;
_animationFrame = 0;
break;
case 12:
_animationState = 3;
_animationFrame = 0;
_flag = 0;
break;
case 21:
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(907) - 1;
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