Files
scummvm/engines/bladerunner/script/ai/mutant3.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

621 lines
16 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 {
AIScriptMutant3::AIScriptMutant3(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_var1 = 1;
_flag = 0;
}
void AIScriptMutant3::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_var1 = 1;
_flag = 0;
Actor_Put_In_Set(kActorMutant3, kSetFreeSlotG);
Actor_Set_At_Waypoint(kActorMutant3, 39, 0);
Actor_Set_Goal_Number(kActorMutant3, 400);
}
bool AIScriptMutant3::Update() {
if (Global_Variable_Query(kVariableChapter) == 4) {
switch (Actor_Query_Goal_Number(kActorMutant3)) {
case 401:
if (Actor_Query_Which_Set_In(kActorMutant3) == Player_Query_Current_Set()
&& (Actor_Query_Friendliness_To_Other(kActorMutant3, kActorMcCoy) < 40
|| Actor_Query_Combat_Aggressiveness(kActorMutant3) >= 60
)
) {
Actor_Set_Goal_Number(kActorMutant3, 410);
}
break;
case 404:
if (!Game_Flag_Query(kFlagMutantsPaused)) {
Actor_Set_Goal_Number(kActorMutant3, 401);
}
break;
case 410:
if (Actor_Query_Which_Set_In(kActorMutant3) != Player_Query_Current_Set()) {
Non_Player_Actor_Combat_Mode_Off(kActorMutant3);
Actor_Set_Goal_Number(kActorMutant3, 403);
}
break;
case 599:
if (Actor_Query_Which_Set_In(kActorMutant3) != Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorMutant3, 403);
}
break;
}
if (Game_Flag_Query(kFlagMutantsPaused)
&& Actor_Query_Goal_Number(kActorMutant3) != 599
) {
Actor_Set_Goal_Number(kActorMutant3, 404);
}
} else if (Global_Variable_Query(kVariableChapter) == 5
&& Actor_Query_Goal_Number(kActorMutant3) != 590
) {
if (Actor_Query_Which_Set_In(kActorMutant3) != Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorMutant3, 590);
}
}
return false;
}
void AIScriptMutant3::TimerExpired(int timer) {
//return false;
}
void AIScriptMutant3::CompletedMovementTrack() {
switch (Actor_Query_Goal_Number(kActorMutant3)) {
case 201:
Actor_Set_Goal_Number(kActorMutant3, 400);
break;
case 401:
Actor_Set_Goal_Number(kActorMutant3, 403);
break;
}
}
void AIScriptMutant3::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptMutant3::ClickedByPlayer() {
//return false;
}
void AIScriptMutant3::EnteredScene(int sceneId) {
// return false;
}
void AIScriptMutant3::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}
void AIScriptMutant3::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}
void AIScriptMutant3::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
if (Actor_Query_Which_Set_In(kActorMutant3) == Player_Query_Current_Set()
&& Actor_Query_Goal_Number(kActorMutant3) != 599
) {
if (otherActorId == kActorMcCoy) {
if (combatMode) {
Actor_Modify_Combat_Aggressiveness(kActorMutant3, 10);
} else {
Actor_Modify_Combat_Aggressiveness(kActorMutant3, -10);
}
} else if (otherActorId == kActorFreeSlotA
|| otherActorId == kActorMutant1
|| otherActorId == kActorMutant2
) {
Actor_Modify_Combat_Aggressiveness(kActorMutant3, 5);
} else {
Actor_Modify_Combat_Aggressiveness(kActorMutant3, -10);
}
}
}
void AIScriptMutant3::ShotAtAndMissed() {
if (Actor_Query_Goal_Number(kActorMutant3) != 410) {
Actor_Modify_Combat_Aggressiveness(kActorMutant3, 15);
Actor_Modify_Friendliness_To_Other(kActorMutant3, 0, -15);
}
}
bool AIScriptMutant3::ShotAtAndHit() {
if (Actor_Query_Goal_Number(kActorMutant3) != 410) {
Actor_Modify_Combat_Aggressiveness(kActorMutant3, 20);
Actor_Modify_Friendliness_To_Other(kActorMutant3, 0, -20);
}
return false;
}
void AIScriptMutant3::Retired(int byActorId) {
Actor_Set_Goal_Number(kActorMutant3, 599);
}
int AIScriptMutant3::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptMutant3::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case 201:
AI_Movement_Track_Flush(kActorMutant3);
AI_Movement_Track_Append(kActorMutant3, 305, 3);
AI_Movement_Track_Append(kActorMutant3, 306, 0);
AI_Movement_Track_Append(kActorMutant3, 39, 0);
AI_Movement_Track_Repeat(kActorMutant3);
break;
case 400:
AI_Movement_Track_Flush(kActorMutant3);
AI_Movement_Track_Append(kActorMutant3, 39, 0);
AI_Movement_Track_Repeat(kActorMutant3);
if (Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)) {
Actor_Set_Combat_Aggressiveness(kActorMutant3, 80);
Actor_Set_Friendliness_To_Other(kActorMutant3, kActorMcCoy, 20);
}
break;
case 401:
Actor_Set_Targetable(kActorMutant3, true);
AI_Movement_Track_Flush(kActorMutant3);
AI_Movement_Track_Append(kActorMutant3, 39, 0);
switch (Random_Query(1, 8)) {
case 1:
AI_Movement_Track_Append(kActorMutant3, 182, 0);
AI_Movement_Track_Append(kActorMutant3, 183, 2);
AI_Movement_Track_Append(kActorMutant3, 184, 0);
AI_Movement_Track_Repeat(kActorMutant3);
break;
case 2:
AI_Movement_Track_Append(kActorMutant3, 296, 0);
AI_Movement_Track_Append(kActorMutant3, 297, 0);
AI_Movement_Track_Repeat(kActorMutant3);
break;
case 3:
AI_Movement_Track_Append(kActorMutant3, 176, 0);
AI_Movement_Track_Append(kActorMutant3, 177, 0);
AI_Movement_Track_Append(kActorMutant3, 178, 2);
AI_Movement_Track_Append(kActorMutant3, 177, 0);
AI_Movement_Track_Append(kActorMutant3, 176, 1);
AI_Movement_Track_Append(kActorMutant3, 39, 45);
AI_Movement_Track_Repeat(kActorMutant3);
break;
case 4:
AI_Movement_Track_Append(kActorMutant3, 298, 0);
AI_Movement_Track_Append(kActorMutant3, 300, 0);
AI_Movement_Track_Repeat(kActorMutant3);
break;
case 5:
AI_Movement_Track_Append(kActorMutant3, 301, 0);
AI_Movement_Track_Append(kActorMutant3, 302, 2);
AI_Movement_Track_Append(kActorMutant3, 303, 0);
AI_Movement_Track_Append(kActorMutant3, 304, 2);
AI_Movement_Track_Append(kActorMutant3, 305, 0);
AI_Movement_Track_Append(kActorMutant3, 304, 0);
AI_Movement_Track_Append(kActorMutant3, 306, 0);
AI_Movement_Track_Append(kActorMutant3, 39, 60);
AI_Movement_Track_Repeat(kActorMutant3);
break;
case 6:
AI_Movement_Track_Append(kActorMutant3, 307, 0);
AI_Movement_Track_Append(kActorMutant3, 308, 0);
AI_Movement_Track_Append(kActorMutant3, 309, 1);
AI_Movement_Track_Append(kActorMutant3, 310, 3);
AI_Movement_Track_Append(kActorMutant3, 311, 0);
AI_Movement_Track_Repeat(kActorMutant3);
break;
case 7:
switch (Random_Query(1, 5)) {
case 1:
AI_Movement_Track_Append(kActorMutant3, 532, 0);
AI_Movement_Track_Append(kActorMutant3, 533, 0);
AI_Movement_Track_Append(kActorMutant3, 534, 0);
AI_Movement_Track_Append(kActorMutant3, 535, 0);
AI_Movement_Track_Append(kActorMutant3, 533, 0);
AI_Movement_Track_Append(kActorMutant3, 532, 0);
AI_Movement_Track_Repeat(kActorMutant3);
break;
case 2:
AI_Movement_Track_Append(kActorMutant3, 532, 0);
AI_Movement_Track_Append(kActorMutant3, 533, 0);
AI_Movement_Track_Append(kActorMutant3, 535, 1);
AI_Movement_Track_Append(kActorMutant3, 534, 3);
AI_Movement_Track_Append(kActorMutant3, 533, 0);
AI_Movement_Track_Append(kActorMutant3, 532, 0);
AI_Movement_Track_Repeat(kActorMutant3);
break;
case 3:
AI_Movement_Track_Append(kActorMutant3, 536, 0);
AI_Movement_Track_Append(kActorMutant3, 537, 0);
AI_Movement_Track_Append(kActorMutant3, 538, 2);
AI_Movement_Track_Append(kActorMutant3, 537, 0);
AI_Movement_Track_Append(kActorMutant3, 536, 0);
AI_Movement_Track_Repeat(kActorMutant3);
break;
case 4:
AI_Movement_Track_Append(kActorMutant3, 532, 0);
AI_Movement_Track_Append(kActorMutant3, 533, 0);
AI_Movement_Track_Append(kActorMutant3, 534, 3);
AI_Movement_Track_Append(kActorMutant3, 533, 0);
AI_Movement_Track_Append(kActorMutant3, 532, 0);
AI_Movement_Track_Repeat(kActorMutant3);
break;
case 5:
AI_Movement_Track_Append(kActorMutant3, 532, 0);
AI_Movement_Track_Append(kActorMutant3, 533, 0);
AI_Movement_Track_Append(kActorMutant3, 535, 1);
AI_Movement_Track_Append(kActorMutant3, 533, 0);
AI_Movement_Track_Append(kActorMutant3, 532, 0);
AI_Movement_Track_Repeat(kActorMutant3);
break;
}
break;
case 8:
AI_Movement_Track_Append(kActorMutant3, 176, 0);
AI_Movement_Track_Append(kActorMutant3, 177, 0);
AI_Movement_Track_Append(kActorMutant3, 176, 0);
AI_Movement_Track_Repeat(kActorMutant3);
break;
default:
AI_Movement_Track_Append(kActorMutant3, 39, 60);
AI_Movement_Track_Repeat(kActorMutant3);
break;
}
break;
case 403:
Actor_Set_Targetable(kActorMutant3, false);
Actor_Set_Goal_Number(kActorMutant3, 401);
break;
case 404:
AI_Movement_Track_Flush(kActorMutant3);
AI_Movement_Track_Append(kActorMutant3, 39, 0);
AI_Movement_Track_Repeat(kActorMutant3);
break;
case 410:
switch (Actor_Query_Which_Set_In(kActorMutant3)) {
case kSetUG01:
Non_Player_Actor_Combat_Mode_On(kActorMutant3, 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(kActorMutant3, 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(kActorMutant3, kActorCombatStateIdle, false, kActorMcCoy, 14, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
break;
}
break;
case 590:
AI_Movement_Track_Flush(kActorMutant3);
AI_Movement_Track_Append(kActorMutant3, 39, 100);
AI_Movement_Track_Repeat(kActorMutant3);
break;
case 599:
AI_Movement_Track_Flush(kActorMutant3);
Actor_Change_Animation_Mode(kActorMutant3, 48);
Actor_Set_Intelligence(kActorMutant3, 40);
Actor_Set_Health(kActorMutant3, 10 * Query_Difficulty_Level() + 50, 10 * Query_Difficulty_Level() + 50);
if (Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)) {
Actor_Set_Combat_Aggressiveness(kActorMutant3, 80);
Actor_Set_Friendliness_To_Other(kActorMutant3, kActorMcCoy, 20);
} else {
Actor_Set_Combat_Aggressiveness(kActorMutant3, 50);
Actor_Set_Friendliness_To_Other(kActorMutant3, kActorMcCoy, 40);
}
Actor_Modify_Friendliness_To_Other(kActorMutant1, kActorMcCoy, 20);
Actor_Modify_Friendliness_To_Other(kActorMutant2, kActorMcCoy, 15);
Actor_Modify_Combat_Aggressiveness(kActorMutant1, 10);
Actor_Modify_Combat_Aggressiveness(kActorMutant2, 10);
break;
default:
return false;
}
return true;
}
bool AIScriptMutant3::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
*animation = 910;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(910)) {
_animationFrame = 0;
}
break;
case 1:
*animation = 908;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(908)) {
_animationFrame = 0;
}
break;
case 2:
*animation = 909;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(909)) {
_animationFrame = 0;
}
break;
case 3:
if (!_animationFrame && _flag) {
*animation = 910;
_animationState = 0;
} else {
*animation = 912;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(912)) {
_animationFrame = 0;
}
}
break;
case 4:
*animation = 912;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(912)) {
_animationFrame = 0;
_animationState = 3;
*animation = 911;
}
break;
case 5:
*animation = 913;
_animationFrame++;
if (_animationFrame == 9) {
int snd;
if (Random_Query(1, 2) == 1) {
snd = 9010;
} else {
snd = 9015;
}
Sound_Play_Speech_Line(kActorMutant3, snd, 75, 0, 99);
}
if (_animationFrame == 11) {
Actor_Combat_AI_Hit_Attempt(kActorMutant3);
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
Actor_Change_Animation_Mode(kActorMutant3, 0);
}
break;
case 6:
*animation = 917;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(917)) {
Actor_Change_Animation_Mode(kActorMutant3, 88);
}
break;
case 7:
*animation = 917;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(917) - 1;
break;
case 8:
*animation = 914;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(914)) {
_animationFrame = 0;
}
break;
case 9:
*animation = 916;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(916)) {
_animationFrame = 0;
_animationState = 8;
*animation = 914;
}
break;
case 10:
*animation = 915;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(915)) {
*animation = 910;
_animationFrame = 0;
_animationState = 0;
}
break;
case 11:
*animation = 917;
_animationFrame += _var1;
if (_animationFrame == 3) {
Sound_Play(kSfxHURT1M3, 100, 0, 0, 50);
_var1 = -1;
} else {
if (!_animationFrame) {
Actor_Change_Animation_Mode(kActorMutant3, 0);
}
}
break;
default:
*animation = 406;
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptMutant3::ChangeAnimationMode(int mode) {
switch (mode) {
case 0:
switch (_animationState) {
case 3:
case 4:
_flag = 1;
break;
case 8:
_animationState = 10;
_animationFrame = 0;
break;
case 10:
return true;
default:
_animationState = 0;
_animationFrame = 0;
break;
}
break;
case 1:
case 7:
_animationState = 1;
_animationFrame = 0;
break;
case 2:
case 8:
_animationState = 2;
_animationFrame = 0;
break;
case 3:
case 12:
_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 21:
case 22:
_animationState = 11;
_animationFrame = 0;
_var1 = 1;
break;
case 88:
_animationState = 7;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(917) - 1;
break;
case 43:
if ((unsigned int)(_animationState - 8) > 1) {
_animationState = 9;
_animationFrame = 0;
}
break;
case kAnimationModeDie:
_animationState = 6;
_animationFrame = 0;
break;
}
return true;
}
void AIScriptMutant3::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptMutant3::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptMutant3::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptMutant3::FledCombat() {
Actor_Set_Goal_Number(kActorMutant3, 403);
}
} // End of namespace BladeRunner