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authorThanasis Antoniou2019-07-11 15:57:00 +0300
committerThanasis Antoniou2019-07-11 16:15:05 +0300
commitdc14676b2cab274681313a49de7a60050693314b (patch)
tree0deb84b0a0a3566e415b09ed38bb235ad87368f1 /engines
parente0da90cdb8640461a2b0518cbe6834c4bdee446c (diff)
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BLADERUNNER: No rats in UG07 when Clovis may spawn
Diffstat (limited to 'engines')
-rw-r--r--engines/bladerunner/script/ai/free_slot_a.cpp74
-rw-r--r--engines/bladerunner/script/ai/free_slot_b.cpp75
-rw-r--r--engines/bladerunner/script/ai/officer_grayford.cpp2
-rw-r--r--engines/bladerunner/script/ai/officer_leary.cpp3
4 files changed, 131 insertions, 23 deletions
diff --git a/engines/bladerunner/script/ai/free_slot_a.cpp b/engines/bladerunner/script/ai/free_slot_a.cpp
index d87663a4a1..cba1488d45 100644
--- a/engines/bladerunner/script/ai/free_slot_a.cpp
+++ b/engines/bladerunner/script/ai/free_slot_a.cpp
@@ -685,7 +685,12 @@ void AIScriptFreeSlotA::goToRandomUGxx() {
case 7:
// kSetUG07 or kSetFreeSlotG
+#if BLADERUNNER_ORIGINAL_BUGS
if (Actor_Query_In_Set(kActorClovis, kSetUG07)) {
+ // this check is not very effective since Clovis
+ // will spawn in the set when McCoy goes to the downwards exit
+ // at which point a rat may already be in the set and that could
+ // make them collide with Clovis' path
AI_Movement_Track_Append(kActorFreeSlotA, 39, 10); // kSetFreeSlotG
} else {
World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
@@ -696,11 +701,23 @@ void AIScriptFreeSlotA::goToRandomUGxx() {
// TODO: A bug? the waypoint 465 is created but is unused
}
break;
-
+#else
+ // Don't put rats in UG07 after the UG18 Guzza scene
+ // since Clovis may be there too and that does not work well
+ if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
+ World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
+ World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
+ World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
+ AI_Movement_Track_Append(kActorFreeSlotA, 463, 5);
+ AI_Movement_Track_Append(kActorFreeSlotA, 464, 1);
+ // TODO: A bug? the waypoint 465 is created but is unused
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 8:
// kSetUG07
- // TODO a bug? Maybe also check here if Clovis is in the set
- // like in case 7
+#if BLADERUNNER_ORIGINAL_BUGS
World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
@@ -708,11 +725,23 @@ void AIScriptFreeSlotA::goToRandomUGxx() {
AI_Movement_Track_Append(kActorFreeSlotA, 463, 1);
// TODO: A bug? the waypoint 465 is created but is unused
break;
-
+#else
+ // Don't put rats in UG07 after the UG18 Guzza scene
+ // since Clovis may be there too and that does not work well
+ if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
+ World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
+ World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
+ World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
+ AI_Movement_Track_Append(kActorFreeSlotA, 464, 5);
+ AI_Movement_Track_Append(kActorFreeSlotA, 463, 1);
+ // TODO: A bug? the waypoint 465 is created but is unused
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 9:
// kSetUG07
- // TODO a bug? Maybe also check here if Clovis is in the set
- // like in case 7
+#if BLADERUNNER_ORIGINAL_BUGS
World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
@@ -720,11 +749,23 @@ void AIScriptFreeSlotA::goToRandomUGxx() {
AI_Movement_Track_Append(kActorFreeSlotA, 465, 1);
// TODO: A bug? the waypoint 463 is created but is unused
break;
-
+#else
+ // Don't put rats in UG07 after the UG18 Guzza scene
+ // since Clovis may be there too and that does not work well
+ if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
+ World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
+ World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
+ World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
+ AI_Movement_Track_Append(kActorFreeSlotA, 464, 5);
+ AI_Movement_Track_Append(kActorFreeSlotA, 465, 1);
+ // TODO: A bug? the waypoint 463 is created but is unused
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 10:
// kSetUG07
- // TODO a bug? Maybe also check here if Clovis is in the set
- // like in case 7
+#if BLADERUNNER_ORIGINAL_BUGS
World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
@@ -732,7 +773,20 @@ void AIScriptFreeSlotA::goToRandomUGxx() {
AI_Movement_Track_Append(kActorFreeSlotA, 464, 1);
// TODO: A bug? the waypoint 463 is created but is unused
break;
-
+#else
+ // Don't put rats in UG07 after the UG18 Guzza scene
+ // since Clovis may be there too and that does not work well
+ if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
+ World_Waypoint_Set(463, kSetUG07, -88.78f, -12.21f, -184.08f);
+ World_Waypoint_Set(464, kSetUG07, 250.0f, -12.21f, -342.0f);
+ World_Waypoint_Set(465, kSetUG07, -164.78f, -12.21f, -832.08f);
+ AI_Movement_Track_Append(kActorFreeSlotA, 465, 5);
+ AI_Movement_Track_Append(kActorFreeSlotA, 464, 1);
+ // TODO: A bug? the waypoint 463 is created but is unused
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 11:
// kSetUG09
World_Waypoint_Set(463, kSetUG09, 91.0f, 156.94f, -498.0f);
diff --git a/engines/bladerunner/script/ai/free_slot_b.cpp b/engines/bladerunner/script/ai/free_slot_b.cpp
index ddb7f047ff..69274dae43 100644
--- a/engines/bladerunner/script/ai/free_slot_b.cpp
+++ b/engines/bladerunner/script/ai/free_slot_b.cpp
@@ -535,7 +535,12 @@ void AIScriptFreeSlotB::goToRandomUGxx() {
case 7:
// kSetUG07 or kSetFreeSlotG
+#if BLADERUNNER_ORIGINAL_BUGS
if (Actor_Query_In_Set(kActorClovis, kSetUG07)) {
+ // this check is not very effective since Clovis
+ // will spawn in the set when McCoy goes to the downwards exit
+ // at which point a rat may already be in the set and that could
+ // make them collide with Clovis' path
AI_Movement_Track_Append(kActorFreeSlotB, 39, 10);
} else {
World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f);
@@ -543,13 +548,26 @@ void AIScriptFreeSlotB::goToRandomUGxx() {
World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f);
AI_Movement_Track_Append(kActorFreeSlotB, 466, 5);
AI_Movement_Track_Append(kActorFreeSlotB, 547, 1);
+ // TODO: A bug? the waypoint 548 is created but is unused
}
break;
-
+#else
+ // Don't put rats in UG07 after the UG18 Guzza scene
+ // since Clovis may be there too and that does not work well
+ if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
+ World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f);
+ World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f);
+ World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f);
+ AI_Movement_Track_Append(kActorFreeSlotB, 466, 5);
+ AI_Movement_Track_Append(kActorFreeSlotB, 547, 1);
+ // TODO: A bug? the waypoint 548 is created but is unused
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 8:
// kSetUG07
- // TODO a bug? Maybe also check here if Clovis is in the set
- // like in case 7
+#if BLADERUNNER_ORIGINAL_BUGS
World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f);
World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f);
World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f);
@@ -557,11 +575,23 @@ void AIScriptFreeSlotB::goToRandomUGxx() {
AI_Movement_Track_Append(kActorFreeSlotB, 466, 1);
// TODO: A bug? the waypoint 548 is created but is unused
break;
-
+#else
+ // Don't put rats in UG07 after the UG18 Guzza scene
+ // since Clovis may be there too and that does not work well
+ if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
+ World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f);
+ World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f);
+ World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f);
+ AI_Movement_Track_Append(kActorFreeSlotB, 547, 5);
+ AI_Movement_Track_Append(kActorFreeSlotB, 466, 1);
+ // TODO: A bug? the waypoint 548 is created but is unused
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 9:
// kSetUG07
- // TODO a bug? Maybe also check here if Clovis is in the set
- // like in case 7
+#if BLADERUNNER_ORIGINAL_BUGS
World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f);
World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f);
World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f);
@@ -569,11 +599,23 @@ void AIScriptFreeSlotB::goToRandomUGxx() {
AI_Movement_Track_Append(kActorFreeSlotB, 548, 1);
// TODO: A bug? the waypoint 466 is created but is unused
break;
-
+#else
+ // Don't put rats in UG07 after the UG18 Guzza scene
+ // since Clovis may be there too and that does not work well
+ if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
+ World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f);
+ World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f);
+ World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f);
+ AI_Movement_Track_Append(kActorFreeSlotB, 547, 5);
+ AI_Movement_Track_Append(kActorFreeSlotB, 548, 1);
+ // TODO: A bug? the waypoint 466 is created but is unused
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 10:
// kSetUG07
- // TODO a bug? Maybe also check here if Clovis is in the set
- // like in case 7
+#if BLADERUNNER_ORIGINAL_BUGS
World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f);
World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f);
World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f);
@@ -581,7 +623,20 @@ void AIScriptFreeSlotB::goToRandomUGxx() {
AI_Movement_Track_Append(kActorFreeSlotB, 547, 1);
// TODO: A bug? the waypoint 466 is created but is unused
break;
-
+#else
+ // Don't put rats in UG07 after the UG18 Guzza scene
+ // since Clovis may be there too and that does not work well
+ if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
+ World_Waypoint_Set(466, kSetUG07, -88.78f, -12.21f, -184.08f);
+ World_Waypoint_Set(547, kSetUG07, 250.0f, -12.21f, -342.0f);
+ World_Waypoint_Set(548, kSetUG07, -164.78f, -12.21f, -832.08f);
+ AI_Movement_Track_Append(kActorFreeSlotB, 548, 5);
+ AI_Movement_Track_Append(kActorFreeSlotB, 547, 1);
+ // TODO: A bug? the waypoint 466 is created but is unused
+ break;
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
+ // fall through
case 11:
// kSetUG09
World_Waypoint_Set(466, kSetUG09, 91.0f, 156.94f, -498.0f);
diff --git a/engines/bladerunner/script/ai/officer_grayford.cpp b/engines/bladerunner/script/ai/officer_grayford.cpp
index be7c2354ac..42f02b128e 100644
--- a/engines/bladerunner/script/ai/officer_grayford.cpp
+++ b/engines/bladerunner/script/ai/officer_grayford.cpp
@@ -788,8 +788,8 @@ bool AIScriptOfficerGrayford::GoalChanged(int currentGoalNumber, int newGoalNumb
// fall through
case 6:
-#if BLADERUNNER_ORIGINAL_BUGS
// kSetUG07 -> kSetFreeSlotC
+#if BLADERUNNER_ORIGINAL_BUGS
// debug("gray 8-6 kSetUG07 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerGrayford, 415, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerGrayford, 416, 0, 620);
diff --git a/engines/bladerunner/script/ai/officer_leary.cpp b/engines/bladerunner/script/ai/officer_leary.cpp
index 4cea60f103..dc1a8af49f 100644
--- a/engines/bladerunner/script/ai/officer_leary.cpp
+++ b/engines/bladerunner/script/ai/officer_leary.cpp
@@ -539,8 +539,8 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
// fall through
case 6:
-#if BLADERUNNER_ORIGINAL_BUGS
// kSetUG07 -> kSetFreeSlotC
+#if BLADERUNNER_ORIGINAL_BUGS
// debug("leary 8-6 kSetUG07 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 415, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerLeary, 416, 0, 620);
@@ -553,7 +553,6 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
// Don't put police in UG07 after the UG18 Guzza scene
// since Clovis may be there too and that does not work well
if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
- // kSetUG07 -> kSetFreeSlotC
// debug("leary 8-6 kSetUG07 -> kSetFreeSlotC");
AI_Movement_Track_Append(kActorOfficerLeary, 415, 0);
AI_Movement_Track_Append_With_Facing(kActorOfficerLeary, 416, 0, 620);