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scummvm/engines/bladerunner/script/ai/howie_lee.cpp
T

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/* 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 {
AIScriptHowieLee::AIScriptHowieLee(BladeRunnerEngine *vm) : AIScriptBase(vm) {
var_45DFB8 = 0;
}
void AIScriptHowieLee::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
var_45DFB8 = false;
Actor_Put_In_Set(kActorHowieLee, kSetCT01_CT12);
Actor_Set_At_Waypoint(kActorHowieLee, 67, 605); // in kSetCT01_CT12
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeDefault);
}
bool AIScriptHowieLee::Update() {
if (_vm->_cutContent) {
// keep Howie in Acts 2 and 3
// Howie in Acts 2 and 3 will have a routine with existing waypoints/goals,
// so no need to add new goals (> 100) for those Acts
if (Actor_Query_Goal_Number(kActorHowieLee) < 100
&& Global_Variable_Query(kVariableChapter) == 4
) {
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeGoesToFreeSlotC);
}
if (Global_Variable_Query(kVariableChapter) > 3) {
return true;
}
} else {
if (Actor_Query_Goal_Number(kActorHowieLee) < 100
&& Global_Variable_Query(kVariableChapter) == 2
) {
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeGoesToFreeSlotC);
}
if (Global_Variable_Query(kVariableChapter) > 1) {
return true;
}
}
if (Actor_Query_Goal_Number(kActorHowieLee) == kGoalHowieLeeDefault) {
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeMovesInDiner01);
}
// In the original code this is used (in Act 1) to get Howie back to the Diner
// from goals kGoalHowieLeeGoesToCT04GarbageBin or kGoalHowieLeeGoesToFreeSlotH
// It might cause a blink-in issue, depending when update() will be called for Howie
// This is kept as a backup while similar code is placed in the CT01 and CT02 scenes InitializeScene()
// that will handle Howie appearing there immediately (fix for blink in)
if (Game_Flag_Query(kFlagMcCoyInChinaTown)
&& !Actor_Query_In_Set(kActorHowieLee, kSetCT01_CT12)) {
AI_Movement_Track_Flush(kActorHowieLee);
AI_Movement_Track_Append(kActorHowieLee, 67, 0); // in kSetCT01_CT12
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeDefault);
}
#if BLADERUNNER_ORIGINAL_BUGS
if ( Actor_Query_Goal_Number(kActorHowieLee) == kGoalHowieLeeMovesInDiner01
&& Game_Flag_Query(kFlagCT01BoughtHowieLeeFood)
&& !Game_Flag_Query(kFlagMcCoyInChinaTown) ) {
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeGoesToCT04GarbageBin);
return true;
}
#else
// Prevents possibility of Howie Lee from blinking in/out of existence
// when the fly-out loop is playing and/or when McCoy enters and exits the Spinner with the spinner doors animation restored
if ((Actor_Query_Goal_Number(kActorHowieLee) == kGoalHowieLeeMovesInDiner01
|| Actor_Query_Goal_Number(kActorHowieLee) == kGoalHowieLeeMovesInDiner02
|| Actor_Query_Goal_Number(kActorHowieLee) == kGoalHowieLeeMovesInDiner03
|| Actor_Query_Goal_Number(kActorHowieLee) == kGoalHowieLeeMovesInDiner06
|| Actor_Query_Goal_Number(kActorHowieLee) == kGoalHowieLeeDefault)
&& Game_Flag_Query(kFlagCT01BoughtHowieLeeFood)
&& !Game_Flag_Query(kFlagMcCoyInChinaTown)
&& Player_Query_Current_Scene() != kSceneCT01
&& Player_Query_Current_Scene() != kSceneCT12
) {
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeGoesToCT04GarbageBin);
return true;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
return false;
}
void AIScriptHowieLee::TimerExpired(int timer) {
//return false;
}
void AIScriptHowieLee::CompletedMovementTrack() {
if (Actor_Query_Goal_Number(kActorHowieLee) == kGoalHowieLeeMovesInDiner01) {
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeMovesInDiner02);
return; // true;
}
if (Actor_Query_Goal_Number(kActorHowieLee) == kGoalHowieLeeMovesInDiner02) {
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeMovesInDiner03);
return; // true;
}
if (Actor_Query_Goal_Number(kActorHowieLee) == kGoalHowieLeeMovesInDiner03) {
if (_vm->_cutContent) {
//
// *after Act 1* Howie will be going to the Garbage Bin "semi-regularly"
// if McCoy is not in scenes CT01 and CT12 (where Howie is visible working at the diner)
// otherwise he'll do the short cycle (goals 0, 1, 2, 3)
if (Global_Variable_Query(kVariableChapter) > 1
&& Player_Query_Current_Scene() != kSceneCT01
&& Player_Query_Current_Scene() != kSceneCT12
&& Player_Query_Current_Scene() != kSceneCT04
&& Random_Query(1, 5) == 1
) {
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeGoesToCT04GarbageBin);
return; // true;
} else {
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeDefault);
return; // true;
}
} else {
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeDefault);
return; // true;
}
}
#if BLADERUNNER_ORIGINAL_BUGS
if (Actor_Query_Goal_Number(kActorHowieLee) == kGoalHowieLeeMovesInDiner03) {
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeGoesToCT04GarbageBin);
return; // true;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
if (Actor_Query_Goal_Number(kActorHowieLee) == kGoalHowieLeeGoesToCT04GarbageBin) {
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeGoesToFreeSlotH);
return; // true;
}
if (Actor_Query_Goal_Number(kActorHowieLee) == kGoalHowieLeeGoesToFreeSlotH) {
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeDefault);
return; // true;
#else
// don't blink-in and also only return to diner routine if McCoy is actually in Chinatown
if (Game_Flag_Query(kFlagMcCoyInChinaTown)
&& Player_Query_Current_Scene() != kSceneCT01
&& Player_Query_Current_Scene() != kSceneCT12
) {
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeDefault);
return; // true;
} else {
// return to "garbage bin" goal instead of blinking in
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeGoesToCT04GarbageBin);
return; // true;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
}
// return false;
}
void AIScriptHowieLee::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptHowieLee::ClickedByPlayer() {
//return false;
}
void AIScriptHowieLee::EnteredScene(int sceneId) {
if (Actor_Query_Goal_Number(kActorHowieLee) == kGoalHowieLeeGoesToCT04GarbageBin
&& Actor_Query_In_Set(kActorHowieLee, kSetCT03_CT04)
) {
if ( Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)
&& !Game_Flag_Query(kFlagCT04HomelessBodyInDumpster)
&& !Game_Flag_Query(kFlagCT04HomelessBodyFound)
#if BLADERUNNER_ORIGINAL_BUGS
#else
&& !Game_Flag_Query(kFlagCT04HomelessBodyThrownAway)
#endif // BLADERUNNER_ORIGINAL_BUGS
) {
Game_Flag_Set(kFlagCT04HomelessBodyFound);
// return false;
}
if (Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)
&& Game_Flag_Query(kFlagCT04HomelessBodyInDumpster)
&& !Game_Flag_Query(kFlagCT04HomelessBodyFound)
#if BLADERUNNER_ORIGINAL_BUGS
#else
&& !Game_Flag_Query(kFlagCT04HomelessBodyThrownAway)
#endif // BLADERUNNER_ORIGINAL_BUGS
&& Random_Query(1, 10) == 1
) {
Game_Flag_Set(kFlagCT04HomelessBodyFound);
// return true;
}
// return false;
}
}
void AIScriptHowieLee::OtherAgentEnteredThisScene(int otherActorId) {
#if BLADERUNNER_ORIGINAL_BUGS
#else
// prevent player from actually meeting hovering Howie half-body in kSetCT03_CT04
if (otherActorId == kActorMcCoy
&& Actor_Query_In_Set(kActorHowieLee, kSetCT03_CT04)
) {
AI_Movement_Track_Flush(kActorHowieLee);
AI_Movement_Track_Append(kActorHowieLee, 67, 0); // in kSetCT01_CT12
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeDefault);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
// return false;
}
void AIScriptHowieLee::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}
void AIScriptHowieLee::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptHowieLee::ShotAtAndMissed() {
// return false;
}
bool AIScriptHowieLee::ShotAtAndHit() {
return false;
}
void AIScriptHowieLee::Retired(int byActorId) {
// return false;
}
int AIScriptHowieLee::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptHowieLee::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case kGoalHowieLeeMovesInDiner01:
AI_Movement_Track_Flush(kActorHowieLee);
if (Random_Query(1, 2) == 1) {
AI_Movement_Track_Append_With_Facing(kActorHowieLee, 67, Random_Query(3, 10), 720); // in kSetCT01_CT12
} else {
AI_Movement_Track_Append_With_Facing(kActorHowieLee, 69, Random_Query(3, 10), 640); // in kSetCT01_CT12
}
AI_Movement_Track_Repeat(kActorHowieLee);
return true;
case kGoalHowieLeeMovesInDiner02:
AI_Movement_Track_Flush(kActorHowieLee);
if (Random_Query(1, 2) == 1) {
AI_Movement_Track_Append_With_Facing(kActorHowieLee, 68, Random_Query(3, 10), 641); // in kSetCT01_CT12
} else {
AI_Movement_Track_Append_With_Facing(kActorHowieLee, 67, Random_Query(3, 10), 720); // in kSetCT01_CT12
}
AI_Movement_Track_Repeat(kActorHowieLee);
return true;
case kGoalHowieLeeMovesInDiner03:
AI_Movement_Track_Flush(kActorHowieLee);
if (Random_Query(1, 2) == 1) {
AI_Movement_Track_Append_With_Facing(kActorHowieLee, 69, Random_Query(3, 10), 640); // in kSetCT01_CT12
} else {
AI_Movement_Track_Append_With_Facing(kActorHowieLee, 68, Random_Query(3, 10), 641); // in kSetCT01_CT12
}
AI_Movement_Track_Repeat(kActorHowieLee);
return true;
case kGoalHowieLeeGoesToCT04GarbageBin:
AI_Movement_Track_Flush(kActorHowieLee);
AI_Movement_Track_Append(kActorHowieLee, 66, 30); // in kSetCT03_CT04
AI_Movement_Track_Repeat(kActorHowieLee);
return true;
case kGoalHowieLeeGoesToFreeSlotH:
AI_Movement_Track_Flush(kActorHowieLee);
AI_Movement_Track_Append(kActorHowieLee, 40, 60); // in kSetFreeSlotH
AI_Movement_Track_Repeat(kActorHowieLee);
return true;
case kGoalHowieLeeMovesInDiner06: // Unused goal?
AI_Movement_Track_Flush(kActorHowieLee);
AI_Movement_Track_Append(kActorHowieLee, 67, 90); // in kSetCT01_CT12
AI_Movement_Track_Repeat(kActorHowieLee);
return true;
case kGoalHowieLeeStopMoving:
AI_Movement_Track_Flush(kActorHowieLee);
return false;
case kGoalHowieLeeGoesToFreeSlotC:
AI_Movement_Track_Flush(kActorHowieLee);
Actor_Put_In_Set(kActorHowieLee, kSetFreeSlotC);
Actor_Set_At_Waypoint(kActorHowieLee, 35, 0); // in kSetFreeSlotC
return false;
}
return false;
}
bool AIScriptHowieLee::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
_animationFrame++;
if (var_45DFB8) {
*animation = 673;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(673)) {
_animationFrame = 0;
if (Random_Query(0, 2) > 0) {
var_45DFB8 ^= 1;
}
}
} else {
*animation = 671;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(671)) {
_animationFrame = 0;
if (Random_Query(0, 1) > 0) {
var_45DFB8 ^= 1;
}
}
}
break;
case 1:
*animation = 674;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(674)) {
_animationFrame = 0;
if (_animationState < 3 || _animationState > 8) {
_animationState = 0;
_animationFrame = 0;
var_45DFB8 = Random_Query(0, 1);
} else {
Game_Flag_Set(kFlagHowieLeeAnimation1);
}
*animation = 673;
}
break;
case 2:
*animation = 672;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(672)) {
_animationFrame = 0;
}
break;
case 3:
if (Game_Flag_Query(kFlagHowieLeeAnimation1)) {
Game_Flag_Reset(kFlagHowieLeeAnimation1);
_animationState = 0;
_animationFrame = 0;
var_45DFB8 = Random_Query(0, 1);
*animation = 671;
} else {
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(676)) {
_animationFrame = 0;
}
*animation = 676;
}
break;
case 4:
*animation = 677;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(677)) {
_animationState = 3;
_animationFrame = 0;
*animation = 676;
}
break;
case 5:
*animation = 678;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(678)) {
_animationState = 3;
_animationFrame = 0;
*animation = 676;
}
break;
case 6:
*animation = 679;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(679)) {
_animationState = 3;
_animationFrame = 0;
*animation = 676;
}
break;
case 7:
*animation = 680;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(680)) {
_animationState = 3;
_animationFrame = 0;
*animation = 676;
}
break;
case 8:
*animation = 681;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(681)) {
_animationState = 3;
_animationFrame = 0;
*animation = 676;
}
break;
default:
*animation = 399;
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptHowieLee::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
if (_animationState < 3 || _animationState > 8) {
_animationState = 0;
_animationFrame = 0;
var_45DFB8 = Random_Query(0, 1);
} else {
Game_Flag_Set(kFlagHowieLeeAnimation1);
}
break;
case kAnimationModeWalk:
if (_animationState != 2) {
_animationState = 2;
_animationFrame = 0;
}
break;
case kAnimationModeTalk:
_animationState = 3;
_animationFrame = 0;
break;
case 12:
_animationState = 4;
_animationFrame = 0;
break;
case 13:
_animationState = 5;
_animationFrame = 0;
break;
case 14:
_animationState = 6;
_animationFrame = 0;
break;
case 15:
_animationState = 7;
_animationFrame = 0;
break;
case 16:
_animationState = 8;
_animationFrame = 0;
break;
case 43:
_animationState = 1;
_animationFrame = 0;
break;
}
return true;
}
void AIScriptHowieLee::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptHowieLee::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptHowieLee::ReachedMovementTrackWaypoint(int waypointId) {
if (waypointId == 67 && Random_Query(1, 2) == 2) {
Actor_Face_Heading(kActorHowieLee, 850, 0);
_animationFrame = 0;
_animationState = 1;
}
return true;
}
void AIScriptHowieLee::FledCombat() {
// return false;
}
} // End of namespace BladeRunner