/* 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 { AIScriptMoraji::AIScriptMoraji(BladeRunnerEngine *vm) : AIScriptBase(vm) { _var1 = 1; _var2 = 0; } void AIScriptMoraji::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _var1 = 1; _var2 = 0; Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiDefault); } bool AIScriptMoraji::Update() { if ( Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiDefault && Player_Query_Current_Scene() == kSceneDR05 && !Game_Flag_Query(kFlagDR05BombActivated) ) { AI_Countdown_Timer_Reset(kActorMoraji, kActorTimerAIScriptCustomTask2); int bombTime = 30; // Original value if (_vm->_cutContent && Query_Difficulty_Level() == kGameDifficultyEasy) bombTime += 10; // Extend the bomb timer duration when in Dermo Design (where Moraji is chained) AI_Countdown_Timer_Start(kActorMoraji, kActorTimerAIScriptCustomTask2, bombTime); Game_Flag_Set(kFlagDR05BombActivated); return true; } if (Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiScream) { Actor_Says(kActorMoraji, 80, 13); _animationState = 9; _animationFrame = -1; Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiGetUp); } return false; } void AIScriptMoraji::TimerExpired(int timer) { if (timer == kActorTimerAIScriptCustomTask2) { AI_Countdown_Timer_Reset(kActorMoraji, kActorTimerAIScriptCustomTask2); if (Actor_Query_Goal_Number(kActorMoraji) != kGoalMorajiJump && Actor_Query_Goal_Number(kActorMoraji) != kGoalMorajiLayDown && Actor_Query_Goal_Number(kActorMoraji) != kGoalMorajiPerished ) { Game_Flag_Set(kFlagDR05BombWillExplode); } return; //true; } return; //false; } void AIScriptMoraji::CompletedMovementTrack() { if (Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiRunOut) { AI_Countdown_Timer_Reset(kActorMoraji, kActorTimerAIScriptCustomTask2); Game_Flag_Set(kFlagDR05BombWillExplode); _animationState = 3; return; //true; } return; //false } void AIScriptMoraji::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptMoraji::ClickedByPlayer() { //return false; } void AIScriptMoraji::EnteredScene(int sceneId) { // return false; } void AIScriptMoraji::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptMoraji::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptMoraji::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptMoraji::ShotAtAndMissed() { // return false; } bool AIScriptMoraji::ShotAtAndHit() { if (Actor_Query_Goal_Number(kActorMoraji)) { if (Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiLayDown) { Game_Flag_Set(kFlagDR04McCoyShotMoraji); Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiDie); Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordArrivesToDR04); return true; } else { return false; } } else { Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiShot); return true; } } void AIScriptMoraji::Retired(int byActorId) { // return false; } int AIScriptMoraji::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptMoraji::GoalChanged(int currentGoalNumber, int newGoalNumber) { switch (newGoalNumber) { case kGoalMorajiDefault: Actor_Put_In_Set(kActorMoraji, kSetDR05); Actor_Set_At_XYZ(kActorMoraji, 50.0f, 0.30f, 35.0f, 414); Actor_Set_Targetable(kActorMoraji, true); return false; case kGoalMorajiShot: // applies only when shot inside the Dermo Design Lab Actor_Set_Targetable(kActorMoraji, false); #if BLADERUNNER_ORIGINAL_BUGS Sound_Play(kSfxFEMHURT2, 100, 0, 0, 50); // Original code has female scream here (FEMHURT2) #else Sound_Play_Speech_Line(kActorMoraji, 9020, 50, 0, 50); // fix: Use Moraji's death SPCHSFX, also lower volume #endif // BLADERUNNER_ORIGINAL_BUGS _animationState = 10; _animationFrame = 0; Actor_Retired_Here(kActorMoraji, 60, 16, true, -1); return true; case kGoalMorajiFreed: Actor_Set_Targetable(kActorMoraji, false); _animationState = 8; _animationFrame = 1; return true; case kGoalMorajiRunOut: _animationState = 3; _animationFrame = 0; AI_Movement_Track_Flush(kActorMoraji); AI_Movement_Track_Append_Run(kActorMoraji, 95, 0); AI_Movement_Track_Append_Run(kActorMoraji, 96, 0); AI_Movement_Track_Append_Run(kActorMoraji, 97, 0); AI_Movement_Track_Append_Run(kActorMoraji, 98, 0); AI_Movement_Track_Repeat(kActorMoraji); return true; case kGoalMorajiJump: _animationState = 11; return true; case kGoalMorajiLayDown: Actor_Retired_Here(kActorMoraji, 60, 16, 0, -1); Actor_Set_Targetable(kActorMoraji, true); return true; case kGoalMorajiDie: // Added check here to have Moraji death speech SFX // when shot by McCoy outside the Dermo Design Lab if (_vm->_cutContent && Game_Flag_Query(kFlagDR04McCoyShotMoraji)) { // original code used no voice here Sound_Play_Speech_Line(kActorMoraji, 9020, 50, 0, 50); // Use Moraji's death SPCHSFX, also lower volume } _animationFrame = -1; _animationState = 13; return true; case kGoalMorajiDead: Actor_Set_Targetable(kActorMoraji, false); _animationState = 14; Actor_Retired_Here(kActorMoraji, 60, 16, 1, -1); return true; break; case kGoalMorajiChooseFate: if (Player_Query_Current_Scene() == kSceneDR05) { Game_Flag_Set(kFlagDR05ViewExplosion); Set_Enter(kSetDR01_DR02_DR04, kSceneDR04); } else { if (Actor_Query_In_Set(kActorMoraji, kSetDR05)) { Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiPerished); } else { Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiJump); } Game_Flag_Set(kFlagDR05JustExploded); } return true; case kGoalMorajiPerished: AI_Movement_Track_Flush(kActorMoraji); AI_Movement_Track_Append(kActorMoraji, 41, 0); AI_Movement_Track_Repeat(kActorMoraji); return true; } return false; } bool AIScriptMoraji::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = 733; if (_var2) { _var2--; } else { _animationFrame += _var1; if (Random_Query(0, 10) == 0) { _var1 = -_var1; } if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; } if (_animationFrame < 0) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1; } _var2 = Random_Query(0, 1); } break; case 1: _animationFrame = 0; *animation = _animationNext; _animationState = _animationStateNext; break; case 2: *animation = 290; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(290)) _animationFrame = 0; break; case 3: *animation = 732; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(732)) _animationFrame = 0; break; case 4: break; case 5: *animation = 734; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(734)) { _animationFrame = 0; _animationState = Random_Query(0, 2) + 5; } break; case 6: *animation = 735; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(735)) { _animationFrame = 0; _animationState = 5; *animation = 735; } break; case 7: *animation = 736; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(736)) { _animationFrame = 0; _animationState = 5; *animation = 736; } break; case 8: *animation = 737; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(737)) { _animationFrame = 0; _animationState = 0; *animation = 733; Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiScream); } if (_animationFrame == 6) { Ambient_Sounds_Play_Sound(kSfxCHAINBRK, 69, 0, 0, 20); } break; case 9: *animation = 742; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(742)) { _animationFrame = 0; _animationState = 3; *animation = 732; Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiRunOut); } break; case 10: *animation = 738; if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(738) - 1) { ++_animationFrame; } break; case 11: *animation = 739; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(739)) { Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiLayDown); _animationFrame = 0; _animationState = 12; *animation = 740; } break; case 12: *animation = 740; if (_var2) { _var2--; } else { _animationFrame += _var1; if (!Random_Query(0, 5)) { _var1 = -_var1; } if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; } if (_animationFrame < 0) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1; } _var2 = Random_Query(0, 2); } break; case 13: *animation = 741; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(741) - 1) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1; Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiDead); } break; case 14: *animation = 741; _animationFrame = Slice_Animation_Query_Number_Of_Frames(741) - 1; break; default: break; } *frame = _animationFrame; return true; } bool AIScriptMoraji::ChangeAnimationMode(int mode) { switch (mode) { case kAnimationModeIdle: if (_animationState != 12 && Actor_Query_Goal_Number(kActorMoraji) != 11 ) { _animationState = 0; _animationFrame = 0; } break; case kAnimationModeWalk: _animationState = 2; _animationFrame = 0; break; case kAnimationModeRun: if (_animationState == 0) { _animationState = 1; _animationStateNext = 3; _animationNext = 732; } else if (_animationState != 3) { _animationState = 3; _animationFrame = 0; } break; case 3: if (_animationState != 12) { if (_animationState == 0) { _animationState = 1; _animationStateNext = 5; _animationNext = 734; } else { _animationState = 5; _animationFrame = 0; } } break; case 12: if (_animationState == 0) { _animationState = 1; _animationStateNext = 6; _animationNext = 735; } else { _animationState = 6; _animationFrame = 0; } break; case 13: if (_animationState == 0) { _animationState = 1; _animationStateNext = 7; _animationNext = 736; } else { _animationState = 7; _animationFrame = 0; } break; case kAnimationModeDie: _animationState = 13; _animationFrame = -1; break; } return true; } void AIScriptMoraji::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptMoraji::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptMoraji::ReachedMovementTrackWaypoint(int waypointId) { if (waypointId == 96) AI_Countdown_Timer_Reset(kActorMoraji, kActorTimerAIScriptCustomTask2); return true; } void AIScriptMoraji::FledCombat() { // return false; } } // End of namespace BladeRunner