BLADERUNNER: Added Mutant2 actor

This commit is contained in:
Eugene Sandulenko 2018-03-16 20:52:26 +01:00
parent 2b1f1c4947
commit 071619d14c
4 changed files with 566 additions and 0 deletions

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@ -94,6 +94,7 @@ MODULE_OBJS = \
script/ai/moraji.o \ script/ai/moraji.o \
script/ai/murray.o \ script/ai/murray.o \
script/ai/mutant1.o \ script/ai/mutant1.o \
script/ai/mutant2.o \
script/ai/newscaster.o \ script/ai/newscaster.o \
script/ai/officer_leary.o \ script/ai/officer_leary.o \
script/ai/photographer.o \ script/ai/photographer.o \

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@ -0,0 +1,559 @@
/* 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 599:
if (Actor_Query_Which_Set_In(kActorMutant2) != Player_Query_Current_Set()) {
Actor_Set_Goal_Number(kActorMutant2, 403);
}
break;
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(630)) {
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;
}
if (Game_Flag_Query(630) == 1 && 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 (otherActorId > 72 || (otherActorId != kActorFreeSlotA && otherActorId != kActorMutant1 && otherActorId != kActorMutant3)) {
Actor_Modify_Combat_Aggressiveness(kActorMutant2, -10);
} else {
Actor_Modify_Combat_Aggressiveness(kActorMutant2, 5);
}
} else if (combatMode) {
Actor_Modify_Combat_Aggressiveness(kActorMutant2, -10);
} 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(169) == 1) {
Actor_Set_Combat_Aggressiveness(kActorMutant2, 60);
Actor_Set_Friendliness_To_Other(kActorMutant2, kActorMcCoy, 30);
}
return true;
case 401:
Actor_Set_Targetable(kActorMutant2, 1);
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, 0);
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, 0, 0, 0, 11, 4, 7, 8, -1, -1, -1, 10, 300, 0);
break;
case kSetUG04:
case kSetUG05:
case kSetUG06:
Non_Player_Actor_Combat_Mode_On(kActorMutant2, 0, 0, 0, 10, 4, 7, 8, -1, -1, -1, 10, 300, 0);
break;
case kSetUG10:
Non_Player_Actor_Combat_Mode_On(kActorMutant2, 0, 0, 0, 14, 4, 7, 8, -1, -1, -1, 10, 300, 0);
break;
case kSetUG12:
Non_Player_Actor_Combat_Mode_On(kActorMutant2, 0, 0, 0, 14, 4, 7, 8, -1, -1, -1, 10, 300, 0);
break;
case kSetUG14:
Non_Player_Actor_Combat_Mode_On(kActorMutant2, 0, 0, 0, 14, 4, 7, 8, -1, -1, -1, 10, 300, 0);
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(169) == 1) {
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(401, 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(399, 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 48:
_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

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@ -101,6 +101,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
_AIScripts[kActorGenwalkerB] = new AIScriptGenericWalkerB(_vm); // 68 _AIScripts[kActorGenwalkerB] = new AIScriptGenericWalkerB(_vm); // 68
_AIScripts[kActorGenwalkerC] = new AIScriptGenericWalkerC(_vm); // 69 _AIScripts[kActorGenwalkerC] = new AIScriptGenericWalkerC(_vm); // 69
_AIScripts[kActorMutant1] = new AIScriptMutant1(_vm); // 70 _AIScripts[kActorMutant1] = new AIScriptMutant1(_vm); // 70
_AIScripts[kActorMutant2] = new AIScriptMutant2(_vm); // 71
} }
AIScripts::~AIScripts() { AIScripts::~AIScripts() {

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@ -459,6 +459,11 @@ DECLARE_SCRIPT(Mutant1)
bool _flag; bool _flag;
END_SCRIPT END_SCRIPT
DECLARE_SCRIPT(Mutant2)
int _var1;
bool _flag;
END_SCRIPT
#undef DECLARE_SCRIPT #undef DECLARE_SCRIPT
#undef END_SCRIPT #undef END_SCRIPT