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authorThanasis Antoniou2019-05-17 14:26:03 +0300
committerThanasis Antoniou2019-05-17 14:26:49 +0300
commit674e44f55b8ce29e51e1eb5cdb9c316fd5b6ddaa (patch)
treeff3d94dc4df292c72c06abaf14bc9004729ab6b8 /engines/bladerunner/script
parent1e412ec97739c5342178810b888e0c046f6831e3 (diff)
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BLADERUNNER: Howie Lee AI and Leary overlap fixes
Diffstat (limited to 'engines/bladerunner/script')
-rw-r--r--engines/bladerunner/script/ai/howie_lee.cpp11
-rw-r--r--engines/bladerunner/script/scene/ct01.cpp3
-rw-r--r--engines/bladerunner/script/scene/ct12.cpp3
-rw-r--r--engines/bladerunner/script/scene/dr05.cpp2
-rw-r--r--engines/bladerunner/script/scene/ps04.cpp5
-rw-r--r--engines/bladerunner/script/scene/rc01.cpp9
6 files changed, 21 insertions, 12 deletions
diff --git a/engines/bladerunner/script/ai/howie_lee.cpp b/engines/bladerunner/script/ai/howie_lee.cpp
index fb70160b8e..87fed51786 100644
--- a/engines/bladerunner/script/ai/howie_lee.cpp
+++ b/engines/bladerunner/script/ai/howie_lee.cpp
@@ -76,10 +76,8 @@ bool AIScriptHowieLee::Update() {
// 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)
- && Global_Variable_Query(kVariableChapter) == 1 // added condition - in cut content don't force Howie to return to CT01 here after Act 1
- ) {
+ 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);
@@ -131,15 +129,14 @@ void AIScriptHowieLee::CompletedMovementTrack() {
if (Actor_Query_Goal_Number(kActorHowieLee) == kGoalHowieLeeMovesInDiner03) {
if (_vm->_cutContent) {
//
- // *after Act 1* Howie will be going to the Garbage Bin "regularly"
+ // *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)
- // This will result in Howie not being at the Diner sometimes even when McCoy is in Chinatown area
- // This won't happen in Act 1, since he is most useful during that Act
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;
diff --git a/engines/bladerunner/script/scene/ct01.cpp b/engines/bladerunner/script/scene/ct01.cpp
index 3eb06e2160..754d939cba 100644
--- a/engines/bladerunner/script/scene/ct01.cpp
+++ b/engines/bladerunner/script/scene/ct01.cpp
@@ -118,8 +118,7 @@ void SceneScriptCT01::InitializeScene() {
#if BLADERUNNER_ORIGINAL_BUGS
#else
if (!Actor_Query_In_Set(kActorHowieLee, kSetCT01_CT12)
- && Global_Variable_Query(kVariableChapter) == 1
- ) {
+ && Global_Variable_Query(kVariableChapter) < 4) {
AI_Movement_Track_Flush(kActorHowieLee);
AI_Movement_Track_Append(kActorHowieLee, 67, 0); // in kSetCT01_CT12
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeDefault);
diff --git a/engines/bladerunner/script/scene/ct12.cpp b/engines/bladerunner/script/scene/ct12.cpp
index 5eb48765bc..27995a8645 100644
--- a/engines/bladerunner/script/scene/ct12.cpp
+++ b/engines/bladerunner/script/scene/ct12.cpp
@@ -73,8 +73,7 @@ void SceneScriptCT12::InitializeScene() {
#if BLADERUNNER_ORIGINAL_BUGS
#else
if (!Actor_Query_In_Set(kActorHowieLee, kSetCT01_CT12)
- && Global_Variable_Query(kVariableChapter) == 1
- ) {
+ && Global_Variable_Query(kVariableChapter) < 4) {
AI_Movement_Track_Flush(kActorHowieLee);
AI_Movement_Track_Append(kActorHowieLee, 67, 0); // in kSetCT01_CT12
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeDefault);
diff --git a/engines/bladerunner/script/scene/dr05.cpp b/engines/bladerunner/script/scene/dr05.cpp
index df43d2c899..0ae0f28999 100644
--- a/engines/bladerunner/script/scene/dr05.cpp
+++ b/engines/bladerunner/script/scene/dr05.cpp
@@ -111,7 +111,7 @@ bool SceneScriptDR05::ClickedOnItem(int itemId, bool a2) {
if (itemId == kItemChain
&& Player_Query_Combat_Mode()
- && Actor_Query_Goal_Number(kActorMoraji) == kGoalOfficerLearyDefault
+ && Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiDefault
) {
Overlay_Play("DR05OVER", 1, false, true, 0);
Item_Remove_From_World(kItemChain);
diff --git a/engines/bladerunner/script/scene/ps04.cpp b/engines/bladerunner/script/scene/ps04.cpp
index 108d8a763d..c856496016 100644
--- a/engines/bladerunner/script/scene/ps04.cpp
+++ b/engines/bladerunner/script/scene/ps04.cpp
@@ -364,6 +364,11 @@ void SceneScriptPS04::dialogueWithGuzza() {
Delay(1000);
Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
Delay(1000);
+ // if McCoy confesses before the body is dumped, then the body should be found (even if in dumpster)
+ if (!Game_Flag_Query(kFlagCT04HomelessBodyThrownAway)) {
+ Game_Flag_Set(kFlagCT04HomelessBodyFound);
+ // return false;
+ }
}
Actor_Says(kActorGuzza, 700, 34);
Actor_Says(kActorMcCoy, 4100, 13);
diff --git a/engines/bladerunner/script/scene/rc01.cpp b/engines/bladerunner/script/scene/rc01.cpp
index c07ff463f2..93bbc0b5af 100644
--- a/engines/bladerunner/script/scene/rc01.cpp
+++ b/engines/bladerunner/script/scene/rc01.cpp
@@ -113,6 +113,15 @@ void SceneScriptRC01::InitializeScene() {
}
} else {
if (!Game_Flag_Query(kFlagRC02toRC01) && !Game_Flag_Query(kFlagRC03toRC01)) {
+#if BLADERUNNER_ORIGINAL_BUGS
+#else
+ // set leary at his original position since otherwise he may overlap badly
+ // with scenery during the video loop of the spinner landing
+ // This only applies in Act 1, before the flag kFlagRC01PoliceDone is set
+ if (Actor_Query_Is_In_Current_Set(kActorOfficerLeary)) {
+ Actor_Set_At_XYZ(kActorOfficerLeary, -261.80f, 6.00f, 79.58f, 512);
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kRC01LoopInshotWithCrowd, false);
}
Scene_Loop_Set_Default(kRC01LoopWithCrowd);