/* 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 { enum kGenericWalkerBStates { kGenericWalkerBStatesIdle = 0, kGenericWalkerBStatesWalk = 1, kGenericWalkerBStatesDie = 2 }; AIScriptGenericWalkerB::AIScriptGenericWalkerB(BladeRunnerEngine *vm) : AIScriptBase(vm) { isInside = false; deltaX = 0.0f; deltaZ = 0.0f; } void AIScriptGenericWalkerB::Initialize() { _animationState = kGenericWalkerBStatesIdle; _animationFrame = 0; _animationStateNext = 0; isInside = false; deltaX = 0.0f; deltaZ = 0.0f; Actor_Set_Goal_Number(kActorGenwalkerB, kGoalGenwalkerDefault); } bool AIScriptGenericWalkerB::Update() { switch (Actor_Query_Goal_Number(kActorGenwalkerB)) { case kGoalGenwalkerDefault: if (prepareWalker()) { return true; } break; case kGoalGenwalkerMoving: if (deltaX != 0.0f || deltaZ != 0.0f) { movingUpdate(); } break; } return false; } void AIScriptGenericWalkerB::TimerExpired(int timer) { if (timer == kActorTimerAIScriptCustomTask2) { AI_Countdown_Timer_Reset(kActorGenwalkerB, kActorTimerAIScriptCustomTask2); Game_Flag_Reset(kFlagGenericWalkerWaiting); return;// true; } //return false; } void AIScriptGenericWalkerB::CompletedMovementTrack() { if (Actor_Query_Goal_Number(kActorGenwalkerB) > kGoalGenwalkerDefault) { Actor_Set_Goal_Number(kActorGenwalkerB, kGoalGenwalkerDefault); if (!Game_Flag_Query(kFlagGenericWalkerWaiting)) { Game_Flag_Set(kFlagGenericWalkerWaiting); AI_Countdown_Timer_Reset(kActorGenwalkerB, kActorTimerAIScriptCustomTask2); AI_Countdown_Timer_Start(kActorGenwalkerB, kActorTimerAIScriptCustomTask2, Random_Query(6, 10)); } // return true; } // return false; } void AIScriptGenericWalkerB::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptGenericWalkerB::ClickedByPlayer() { Actor_Face_Actor(kActorMcCoy, kActorGenwalkerB, true); switch (Random_Query(1, 10)) { case 1: Actor_Says(kActorMcCoy, 365, 3); break; case 2: Actor_Says(kActorMcCoy, 755, 3); break; case 3: Actor_Says(kActorMcCoy, 940, 3); break; case 4: Actor_Says(kActorMcCoy, 4560, 3); break; case 5: Actor_Says(kActorMcCoy, 4870, 3); break; case 6: Actor_Says(kActorMcCoy, 5125, 3); break; case 7: Actor_Says(kActorMcCoy, 8450, 3); break; case 8: Actor_Says(kActorMcCoy, 1085, 3); break; case 9: Actor_Says(kActorMcCoy, 365, 3); // Re-used line, same as case 1 break; case 10: Actor_Says(kActorMcCoy, 7415, 3); break; } //return false; } void AIScriptGenericWalkerB::EnteredScene(int sceneId) { //return false; } void AIScriptGenericWalkerB::OtherAgentEnteredThisScene(int otherActorId) { //return false; } void AIScriptGenericWalkerB::OtherAgentExitedThisScene(int otherActorId) { if (Actor_Query_Goal_Number(kActorGenwalkerB) > kGoalGenwalkerDefault && otherActorId == kActorMcCoy) { Actor_Set_Goal_Number(kActorGenwalkerB, kGoalGenwalkerDefault); } //return false; } void AIScriptGenericWalkerB::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { //return false; } void AIScriptGenericWalkerB::ShotAtAndMissed() { //return false; } bool AIScriptGenericWalkerB::ShotAtAndHit() { if (Actor_Query_Goal_Number(kActorGenwalkerB) > kGoalGenwalkerDefault) { AI_Movement_Track_Flush(kActorGenwalkerB); _animationState = kGenericWalkerBStatesDie; _animationFrame = 0; Sound_Play(kSfxPOTSPL5, 100, 0, 0, 50); movingStart(); return true; } return false; } void AIScriptGenericWalkerB::Retired(int byActorId) { //return false; } int AIScriptGenericWalkerB::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptGenericWalkerB::GoalChanged(int currentGoalNumber, int newGoalNumber) { if (newGoalNumber == kGoalGenwalkerDefault) { AI_Movement_Track_Flush(kActorGenwalkerB); Actor_Put_In_Set(kActorGenwalkerB, kSetFreeSlotH); Global_Variable_Set(kVariableGenericWalkerBModel, -1); return false; } else if (newGoalNumber == kGoalGenwalkerMoving) { return true; } return false; } bool AIScriptGenericWalkerB::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case kGenericWalkerBStatesIdle: switch (Global_Variable_Query(kVariableGenericWalkerBModel)) { case 0: *animation = 426; break; case 1: *animation = 430; break; case 2: #if BLADERUNNER_ORIGINAL_BUGS // Hatted lady with wooden umbrella still (different from 436 model!) *animation = 437; #else // use model 436 and animation frame 4 *animation = 436; _animationFrame = 4; #endif // BLADERUNNER_ORIGINAL_BUGS break; case 3: *animation = 431; break; case 4: *animation = 427; break; case 5: *animation = 433; break; case 6: *animation = 434; // Hatted child walking // frame 11 could be used for still _animationFrame = 11; break; case 7: *animation = 435; // Child walking // frame 5 or 0 could be used for still _animationFrame = 0; break; case 8: *animation = 422; // Hatted person walking fast // frame 1 could be used for still _animationFrame = 1; break; case 9: *animation = 423; // Hatted person walking lowered face // frame 6 could be used for still _animationFrame = 6; break; } if (!_vm->_cutContent || (Global_Variable_Query(kVariableGenericWalkerBModel) < 6 && Global_Variable_Query(kVariableGenericWalkerBModel) != 2) ) { _animationFrame = 0; } break; case kGenericWalkerBStatesWalk: switch (Global_Variable_Query(kVariableGenericWalkerBModel)) { case 0: *animation = 424; break; case 1: *animation = 428; break; case 2: *animation = 436; break; case 3: *animation = 429; break; case 4: *animation = 425; break; case 5: *animation = 432; break; case 6: *animation = 434; // Hatted child walking break; case 7: *animation = 435; // Child walking break; case 8: *animation = 422; // Hatted person walking fast break; case 9: *animation = 423; // Hatted person walking lowered face break; } ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; } break; case kGenericWalkerBStatesDie: // This is an animation for Maggie (exploding) but is also used for generic death states (rats, generic walkers) // probably for debug purposes *animation = 874; ++_animationFrame; if (++_animationFrame >= Slice_Animation_Query_Number_Of_Frames(874)) { _animationFrame = 0; Actor_Set_Goal_Number(kActorGenwalkerB, kGoalGenwalkerDefault); _animationState = kGenericWalkerBStatesIdle; deltaX = 0.0f; deltaZ = 0.0f; } break; } *frame = _animationFrame; return true; } bool AIScriptGenericWalkerB::ChangeAnimationMode(int mode) { switch (mode) { case kAnimationModeIdle: _animationState = kGenericWalkerBStatesIdle; if (!_vm->_cutContent || (Global_Variable_Query(kVariableGenericWalkerBModel) < 6 && Global_Variable_Query(kVariableGenericWalkerBModel) != 2) ) { _animationFrame = 0; } break; case kAnimationModeWalk: _animationState = kGenericWalkerBStatesWalk; _animationFrame = 0; break; } return true; } void AIScriptGenericWalkerB::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptGenericWalkerB::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptGenericWalkerB::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptGenericWalkerB::FledCombat() { //return false; } void AIScriptGenericWalkerB::movingStart() { float mccoyX, mccoyY, mccoyZ; float walkerX, walkerY, walkerZ; Actor_Query_XYZ(kActorMcCoy, &mccoyX, &mccoyY, &mccoyZ); Actor_Query_XYZ(kActorGenwalkerB, &walkerX, &walkerY, &walkerZ); deltaX = walkerX - mccoyX; deltaZ = walkerZ - mccoyZ; float dist = sqrt(deltaX * deltaX + deltaZ * deltaZ); if (dist == 0.0f) { deltaZ = 0.0f; deltaX = 0.0f; } else { deltaX *= 10.0f / dist; deltaZ *= 10.0f / dist; } } void AIScriptGenericWalkerB::movingUpdate() { float walkerX, walkerY, walkerZ; Actor_Query_XYZ(kActorGenwalkerB, &walkerX, &walkerY, &walkerZ); int facing = Actor_Query_Facing_1024(kActorGenwalkerB); walkerX += deltaX; walkerZ += deltaZ; deltaX = deltaX * 0.97f; deltaZ = deltaZ * 0.97f; Actor_Set_At_XYZ(kActorGenwalkerB, walkerX, walkerY, walkerZ, facing); } bool AIScriptGenericWalkerB::prepareWalker() { if (Game_Flag_Query(kFlagGenericWalkerWaiting) || Global_Variable_Query(kVariableGenericWalkerConfig) < 0 || !preparePath()) { return false; } int model = 0; do { if (isInside) { model = Random_Query(3, 5); // 0, 1, 2 models have umbrellas so they should be in outdoors locations } else { if (_vm->_cutContent) { model = Random_Query(0, 9); } else { model = Random_Query(0, 5); } } // this while loop ensures choosing a different model for Walker B than the Walker A or Walker C } while (model == Global_Variable_Query(kVariableGenericWalkerAModel) || model == Global_Variable_Query(kVariableGenericWalkerCModel)); Global_Variable_Set(kVariableGenericWalkerBModel, model); Game_Flag_Set(kFlagGenericWalkerWaiting); AI_Countdown_Timer_Reset(kActorGenwalkerB, kActorTimerAIScriptCustomTask2); AI_Countdown_Timer_Start(kActorGenwalkerB, kActorTimerAIScriptCustomTask2, Random_Query(4, 12)); Actor_Set_Goal_Number(kActorGenwalkerB, kGoalGenwalkerMoving); return true; } bool AIScriptGenericWalkerB::preparePath() { AI_Movement_Track_Flush(kActorGenwalkerB); int set = Player_Query_Current_Set(); if (set == kSetAR01_AR02) { isInside = false; int waypointStart = Random_Query(155, 158); int waypointEnd = 0; AI_Movement_Track_Append(kActorGenwalkerB, waypointStart, 0); do { waypointEnd = Random_Query(155, 158); } while (waypointEnd == waypointStart); if ((waypointStart == 155 || waypointStart == 156) && (waypointEnd == 157 || waypointEnd == 158)) { AI_Movement_Track_Append(kActorGenwalkerB, 159, 0); AI_Movement_Track_Append(kActorGenwalkerB, 160, 0); if (Random_Query(0, 3) == 0) { AI_Movement_Track_Append_With_Facing(kActorGenwalkerB, 161, Random_Query(15, 30), 904); } } else if ((waypointEnd == 155 || waypointEnd == 156) && (waypointStart == 157 || waypointStart == 158)) { if (Random_Query(0, 3) == 0) { AI_Movement_Track_Append_With_Facing(kActorGenwalkerB, 161, Random_Query(15, 30), 904); } AI_Movement_Track_Append(kActorGenwalkerB, 160, 0); AI_Movement_Track_Append(kActorGenwalkerB, 159, 0); } else if ((waypointStart == 155 && waypointEnd == 156) || (waypointStart == 156 && waypointEnd == 155)) { AI_Movement_Track_Append(kActorGenwalkerB, 159, 0); } AI_Movement_Track_Append(kActorGenwalkerB, waypointEnd, 0); AI_Movement_Track_Repeat(kActorGenwalkerB); return true; } if (set == kSetCT01_CT12) { isInside = false; if (Random_Query(0, 1)) { AI_Movement_Track_Append(kActorGenwalkerB, 54, 1); if (Random_Query(1, 3) == 1) { AI_Movement_Track_Append(kActorGenwalkerB, 56, 0); AI_Movement_Track_Append(kActorGenwalkerB, 43, 1); } else { AI_Movement_Track_Append(kActorGenwalkerB, 53, 1); } AI_Movement_Track_Append(kActorGenwalkerB, 40, 1); AI_Movement_Track_Repeat(kActorGenwalkerB); } else { AI_Movement_Track_Append(kActorGenwalkerB, 53, 1); if (Random_Query(1, 3) == 1) { AI_Movement_Track_Append(kActorGenwalkerB, 43, 1); } else { AI_Movement_Track_Append(kActorGenwalkerB, 54, 1); } AI_Movement_Track_Append(kActorGenwalkerB, 40, 1); AI_Movement_Track_Repeat(kActorGenwalkerB); } return true; } if (set == kSetHC01_HC02_HC03_HC04) { isInside = true; if (Random_Query(0, 1)) { AI_Movement_Track_Append(kActorGenwalkerB, 164, 0); if (Random_Query(0, 1)) { AI_Movement_Track_Append(kActorGenwalkerB, 163, 0); AI_Movement_Track_Append(kActorGenwalkerB, 162, 0); } else if (Random_Query(0, 1)) { AI_Movement_Track_Append(kActorGenwalkerB, 163, 0); AI_Movement_Track_Append(kActorGenwalkerB, 162, 0); } else { AI_Movement_Track_Append(kActorGenwalkerB, 163, 0); AI_Movement_Track_Append(kActorGenwalkerB, 162, 0); } } else { AI_Movement_Track_Append(kActorGenwalkerB, 162, 0); if (Random_Query(0, 1)) { AI_Movement_Track_Append(kActorGenwalkerB, 163, 0); AI_Movement_Track_Append(kActorGenwalkerB, 164, 0); } else if (Random_Query(0, 1)) { AI_Movement_Track_Append(kActorGenwalkerB, 163, 0); AI_Movement_Track_Append(kActorGenwalkerB, 164, 0); } else { AI_Movement_Track_Append(kActorGenwalkerB, 163, 0); AI_Movement_Track_Append(kActorGenwalkerB, 164, 0); } } AI_Movement_Track_Repeat(kActorGenwalkerB); return true; } if (set == kSetRC03) { isInside = false; int waypointStart = 0; int waypointEnd = 0; do { waypointStart = Random_Query(167, 171); } while (waypointStart == 168 || waypointStart == 169); do { waypointEnd = Random_Query(167, 171); } while (waypointEnd == waypointStart || waypointEnd == 168 || waypointEnd == 169); AI_Movement_Track_Append(kActorGenwalkerB, waypointStart, 0); if (waypointStart == 170) { AI_Movement_Track_Append(kActorGenwalkerB, 169, 0); AI_Movement_Track_Append(kActorGenwalkerB, 168, 0); } else if (waypointEnd == 170) { AI_Movement_Track_Append(kActorGenwalkerB, 168, 0); AI_Movement_Track_Append(kActorGenwalkerB, 169, 0); } AI_Movement_Track_Append(kActorGenwalkerB, waypointEnd, 0); AI_Movement_Track_Repeat(kActorGenwalkerB); return true; } return false; } } // End of namespace BladeRunner