Initial commit
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605
engines/bladerunner/script/ai/generic_walker_a.cpp
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605
engines/bladerunner/script/ai/generic_walker_a.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bladerunner/script/ai_script.h"
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namespace BladeRunner {
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enum kGenericWalkerAStates {
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kGenericWalkerAStatesIdle = 0,
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kGenericWalkerAStatesWalk = 1,
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kGenericWalkerAStatesDie = 2,
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kGenericWalkerAStatesGun = 3
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};
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AIScriptGenericWalkerA::AIScriptGenericWalkerA(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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isInside = false;
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deltaX = 0.0f;
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deltaZ = 0.0f;
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}
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void AIScriptGenericWalkerA::Initialize() {
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_animationState = kGenericWalkerAStatesIdle;
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_animationFrame = 0;
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_animationStateNext = 0;
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isInside = false;
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deltaX = 0.0f;
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deltaZ = 0.0f;
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Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerDefault);
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}
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bool AIScriptGenericWalkerA::Update() {
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#if !BLADERUNNER_ORIGINAL_BUGS
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// extra check for possible fix of Bullet Bob's gun missing
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if (Player_Query_Current_Set() == kSetRC04
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&& Actor_Query_Goal_Number(kActorGenwalkerA) != kGoalGenwalkerABulletBobsTrackGun
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) {
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Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerABulletBobsTrackGun);
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}
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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switch (Actor_Query_Goal_Number(kActorGenwalkerA)) {
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case kGoalGenwalkerDefault:
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if (prepareWalker()) {
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return true;
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}
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break;
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case kGoalGenwalkerMoving:
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if (deltaX != 0.0f || deltaZ != 0.0f) {
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movingUpdate();
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}
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break;
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case kGoalGenwalkerABulletBobsTrackGun: // Automatic gun at Bullet Bob
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Actor_Face_Actor(kActorGenwalkerA, kActorMcCoy, true);
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break;
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}
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return false;
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}
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void AIScriptGenericWalkerA::TimerExpired(int timer) {
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if (timer == kActorTimerAIScriptCustomTask2) {
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AI_Countdown_Timer_Reset(kActorGenwalkerA, kActorTimerAIScriptCustomTask2);
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Game_Flag_Reset(kFlagGenericWalkerWaiting);
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return;// true;
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}
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//return false;
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}
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void AIScriptGenericWalkerA::CompletedMovementTrack() {
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#if !BLADERUNNER_ORIGINAL_BUGS
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// extra check for possible fix of Bullet Bob's gun missing
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if (Player_Query_Current_Set() == kSetRC04
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&& Actor_Query_Goal_Number(kActorGenwalkerA) != kGoalGenwalkerABulletBobsTrackGun
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) {
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Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerABulletBobsTrackGun);
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return;
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}
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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if (Actor_Query_Goal_Number(kActorGenwalkerA) > kGoalGenwalkerDefault) {
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Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerDefault);
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if (!Game_Flag_Query(kFlagGenericWalkerWaiting)) {
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Game_Flag_Set(kFlagGenericWalkerWaiting);
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AI_Countdown_Timer_Reset(kActorGenwalkerA, kActorTimerAIScriptCustomTask2);
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AI_Countdown_Timer_Start(kActorGenwalkerA, kActorTimerAIScriptCustomTask2, Random_Query(6, 10));
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}
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// return true;
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}
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// return false;
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}
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void AIScriptGenericWalkerA::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptGenericWalkerA::ClickedByPlayer() {
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Actor_Face_Actor(kActorMcCoy, kActorGenwalkerA, true);
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if (Actor_Query_Goal_Number(kActorGenwalkerA) == kGoalGenwalkerABulletBobsTrackGun) {
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Actor_Says(kActorMcCoy, 5290, 18); // kActorGenwalkerA here is actually the tracking gun in Bullet Bob's
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} else {
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switch (Random_Query(1, 10)) {
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case 1:
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Actor_Says(kActorMcCoy, 365, 3);
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break;
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case 2:
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Actor_Says(kActorMcCoy, 755, 3);
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break;
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case 3:
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Actor_Says(kActorMcCoy, 940, 3);
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break;
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case 4:
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Actor_Says(kActorMcCoy, 4560, 3);
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break;
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case 5:
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Actor_Says(kActorMcCoy, 4870, 3);
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break;
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case 6:
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Actor_Says(kActorMcCoy, 5125, 3);
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break;
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case 7:
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Actor_Says(kActorMcCoy, 8450, 3);
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break;
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case 8:
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Actor_Says(kActorMcCoy, 1085, 3);
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break;
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case 9:
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Actor_Says(kActorMcCoy, 365, 3); // Re-used line, same as case 1
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break;
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case 10:
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Actor_Says(kActorMcCoy, 7415, 3);
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break;
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}
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}
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//return false;
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}
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void AIScriptGenericWalkerA::EnteredSet(int setId) {
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//return false;
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}
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void AIScriptGenericWalkerA::OtherAgentEnteredThisSet(int otherActorId) {
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//return false;
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}
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void AIScriptGenericWalkerA::OtherAgentExitedThisSet(int otherActorId) {
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if (Actor_Query_Goal_Number(kActorGenwalkerA) > kGoalGenwalkerDefault && otherActorId == kActorMcCoy) {
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Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerDefault);
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}
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//return false;
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}
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void AIScriptGenericWalkerA::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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//return false;
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}
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void AIScriptGenericWalkerA::ShotAtAndMissed() {
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//return false;
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}
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bool AIScriptGenericWalkerA::ShotAtAndHit() {
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if (Actor_Query_Goal_Number(kActorGenwalkerA) > kGoalGenwalkerDefault) {
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AI_Movement_Track_Flush(kActorGenwalkerA);
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_animationState = kGenericWalkerAStatesDie;
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_animationFrame = 0;
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Sound_Play(kSfxPOTSPL5, 100, 0, 0, 50);
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movingStart();
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return true;
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}
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return false;
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}
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void AIScriptGenericWalkerA::Retired(int byActorId) {
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//return false;
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}
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int AIScriptGenericWalkerA::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptGenericWalkerA::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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if (newGoalNumber == kGoalGenwalkerDefault) {
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AI_Movement_Track_Flush(kActorGenwalkerA);
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Actor_Put_In_Set(kActorGenwalkerA, kSetFreeSlotH);
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Global_Variable_Set(kVariableGenericWalkerAModel, -1);
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return false;
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} else if (newGoalNumber == kGoalGenwalkerMoving) {
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return true;
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} else if (newGoalNumber == kGoalGenwalkerABulletBobsTrackGun) {
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// Bullet Bob's tracking gun
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#if !BLADERUNNER_ORIGINAL_BUGS
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// Possible bug fix for disappearing gun - don't allow track complete events to interfere with Gun state
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AI_Movement_Track_Flush(kActorGenwalkerA);
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#endif
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Actor_Put_In_Set(kActorGenwalkerA, kSetRC04);
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Actor_Set_At_XYZ(kActorGenwalkerA, 0.0, 36.0, -172.0, 491);
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Actor_Change_Animation_Mode(kActorGenwalkerA, kAnimationModeCombatIdle);
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return true;
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}
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return false;
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}
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bool AIScriptGenericWalkerA::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case kGenericWalkerAStatesIdle:
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switch (Global_Variable_Query(kVariableGenericWalkerAModel)) {
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case 0:
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*animation = kModelGenWalkerHattedPersonWithUmbrellaStandsStill; // Hatted Person with umbrella still
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break;
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case 1:
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*animation = kModelGenWalkerHoodedPersonWithUmbrellaStandsStill; // Hooded person with umbrella still
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break;
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case 2:
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#if BLADERUNNER_ORIGINAL_BUGS
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// Hatted lady with wooden umbrella still (different from 436 model!)
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*animation = kModelGenWalkerHattedLadyWithWoodenUmbrellaStandsStill;
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#else
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// use model 436 and animation frame 4
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*animation = kModelGenWalkerHattedPersonWithWoodenUmbrella;
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_animationFrame = 4; // frame 4 is used for still
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#endif // BLADERUNNER_ORIGINAL_BUGS
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break;
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case 3:
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*animation = kModelGenWalkerPunkPersonWithGlassesAndBeardStandsStill; // Person with glasses and beard still
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break;
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case 4:
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*animation = kModelGenWalkerHattedPersonNoUmbrellaStandsStill; // Hatted Person without umbrella still
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break;
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case 5:
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*animation = kModelGenWalkerPunkPersonWithGlassesStandsStill; // Punk person with glasses still
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break;
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case 6:
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*animation = kModelGenWalkerHattedChild; // Hatted child walking
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_animationFrame = 11; // frame 11 used for still
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break;
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case 7:
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*animation = kModelGenWalkerChild; // Child walking
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_animationFrame = 0; // frame 0 used for still (could also use frame 5)
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break;
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case 8:
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*animation = kModelGenWalkerHattedPersonFastPace; // Hatted person walking fast
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_animationFrame = 1; // frame 1 used for still
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break;
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case 9:
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*animation = kModelGenWalkerHattedPersonLoweredFace; // Hatted person walking lowered face
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_animationFrame = 6; // frame 6 used for still
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break;
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}
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if (!_vm->_cutContent
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|| (Global_Variable_Query(kVariableGenericWalkerAModel) < 6 && Global_Variable_Query(kVariableGenericWalkerAModel) != 2)
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) {
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_animationFrame = 0;
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}
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break;
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case kGenericWalkerAStatesWalk:
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switch (Global_Variable_Query(kVariableGenericWalkerAModel)) {
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case 0:
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*animation = kModelGenWalkerHattedPersonWithUmbrella; // Hatted person with umbrella walking
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break;
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case 1:
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*animation = kModelGenWalkerHoodedPersonWithUmbrella; // Hooded person with umbrella walking
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break;
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case 2:
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*animation = kModelGenWalkerHattedPersonWithWoodenUmbrella; // Hatted person with wooden umbrella walking
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break;
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case 3:
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*animation = kModelGenWalkerPunkPersonWithGlassesAndBeard; // Person with glasses and beard walking
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break;
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case 4:
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*animation = kModelGenWalkerHattedPersonNoUmbrellaSmallSteps; // Hatted Person without umbrella - walking small steps
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break;
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case 5:
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*animation = kModelGenWalkerPunkPersonWithGlasses; // Punk person with glasses walking
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break;
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case 6:
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*animation = kModelGenWalkerHattedChild; // Hatted child walking
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break;
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case 7:
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*animation = kModelGenWalkerChild; // Child walking
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break;
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case 8:
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*animation = kModelGenWalkerHattedPersonFastPace; // Hatted person walking fast
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break;
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case 9:
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*animation = kModelGenWalkerHattedPersonLoweredFace; // Hatted person walking lowered face
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break;
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}
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
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_animationFrame = 0;
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}
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break;
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case kGenericWalkerAStatesDie:
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// This is an animation for Maggie (exploding) but is also used for generic death states (rats, generic walkers)
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// probably for debug purposes
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debugC(6, kDebugAnimation, "AIScriptGenericWalkerA::UpdateAnimation() - Current _animationState (%d) is placeholder", _animationState);
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*animation = kModelAnimationMaggieExploding;
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++_animationFrame;
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if (++_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMaggieExploding))
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{
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_animationFrame = 0;
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Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerDefault);
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_animationState = kGenericWalkerAStatesIdle;
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deltaX = 0.0f;
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deltaZ = 0.0f;
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}
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break;
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case kGenericWalkerAStatesGun:
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debugC(6, kDebugAnimation, "AIScriptGenericWalkerA::UpdateAnimation() - Current _animationState (%d) is special (bob's gun)", _animationState);
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*animation = kModelAnimationBulletBobsTrackingGun;
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++_animationFrame;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBulletBobsTrackingGun)) {
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_animationFrame = 0;
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}
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break;
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}
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*frame = _animationFrame;
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return true;
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}
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bool AIScriptGenericWalkerA::ChangeAnimationMode(int mode) {
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switch (mode) {
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case kAnimationModeIdle:
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_animationState = kGenericWalkerAStatesIdle;
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if (!_vm->_cutContent
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|| (Global_Variable_Query(kVariableGenericWalkerAModel) < 6 && Global_Variable_Query(kVariableGenericWalkerAModel) != 2)
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) {
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_animationFrame = 0;
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}
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break;
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case kAnimationModeWalk:
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_animationState = kGenericWalkerAStatesWalk;
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_animationFrame = 0;
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break;
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case kAnimationModeCombatIdle:
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_animationState = kGenericWalkerAStatesGun;
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_animationFrame = 0;
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptGenericWalkerA::ChangeAnimationMode(%d) - Target mode is not supported", mode);
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break;
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}
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return true;
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}
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void AIScriptGenericWalkerA::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
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*animationState = _animationState;
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*animationFrame = _animationFrame;
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*animationStateNext = _animationStateNext;
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*animationNext = _animationNext;
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}
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void AIScriptGenericWalkerA::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
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_animationState = animationState;
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_animationFrame = animationFrame;
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_animationStateNext = animationStateNext;
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_animationNext = animationNext;
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}
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bool AIScriptGenericWalkerA::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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||||
|
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void AIScriptGenericWalkerA::FledCombat() {
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//return false;
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||||
}
|
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|
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void AIScriptGenericWalkerA::movingStart() {
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float mccoyX, mccoyY, mccoyZ;
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float walkerX, walkerY, walkerZ;
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Actor_Query_XYZ(kActorMcCoy, &mccoyX, &mccoyY, &mccoyZ);
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Actor_Query_XYZ(kActorGenwalkerA, &walkerX, &walkerY, &walkerZ);
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deltaX = walkerX - mccoyX;
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deltaZ = walkerZ - mccoyZ;
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float dist = sqrt(deltaX * deltaX + deltaZ * deltaZ);
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if (dist == 0.0f) {
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deltaZ = 0.0f;
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deltaX = 0.0f;
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} else {
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deltaX *= 10.0f / dist;
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deltaZ *= 10.0f / dist;
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}
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||||
}
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||||
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void AIScriptGenericWalkerA::movingUpdate() {
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float walkerX, walkerY, walkerZ;
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Actor_Query_XYZ(kActorGenwalkerA, &walkerX, &walkerY, &walkerZ);
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int facing = Actor_Query_Facing_1024(kActorGenwalkerA);
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walkerX += deltaX;
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walkerZ += deltaZ;
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|
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deltaX = deltaX * 0.97f;
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deltaZ = deltaZ * 0.97f;
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||||
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Actor_Set_At_XYZ(kActorGenwalkerA, walkerX, walkerY, walkerZ, facing);
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||||
}
|
||||
|
||||
bool AIScriptGenericWalkerA::prepareWalker() {
|
||||
if (Game_Flag_Query(kFlagGenericWalkerWaiting) || Global_Variable_Query(kVariableGenericWalkerConfig) < 0 || !preparePath()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
int model = 0;
|
||||
do {
|
||||
if (isInside) {
|
||||
model = Random_Query(3, 5); // 0, 1, 2 models have umbrellas so they should be in outdoors locations
|
||||
} else {
|
||||
if (_vm->_cutContent) {
|
||||
model = Random_Query(0, 9);
|
||||
} else {
|
||||
model = Random_Query(0, 5);
|
||||
}
|
||||
}
|
||||
// this while loop ensures choosing a different model for Walker A than the Walker B or Walker C
|
||||
} while (model == Global_Variable_Query(kVariableGenericWalkerBModel) || model == Global_Variable_Query(kVariableGenericWalkerCModel));
|
||||
|
||||
Global_Variable_Set(kVariableGenericWalkerAModel, model);
|
||||
Game_Flag_Set(kFlagGenericWalkerWaiting);
|
||||
AI_Countdown_Timer_Reset(kActorGenwalkerA, kActorTimerAIScriptCustomTask2);
|
||||
AI_Countdown_Timer_Start(kActorGenwalkerA, kActorTimerAIScriptCustomTask2, Random_Query(4, 12));
|
||||
Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerMoving);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AIScriptGenericWalkerA::preparePath() {
|
||||
AI_Movement_Track_Flush(kActorGenwalkerA);
|
||||
int set = Player_Query_Current_Set();
|
||||
|
||||
if (set == kSetAR01_AR02) {
|
||||
isInside = false;
|
||||
int waypointStart = Random_Query(155, 158);
|
||||
int waypointEnd = 0;
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, waypointStart, 0);
|
||||
do {
|
||||
waypointEnd = Random_Query(155, 158);
|
||||
} while (waypointEnd == waypointStart);
|
||||
if ((waypointStart == 155 || waypointStart == 156) && (waypointEnd == 157 || waypointEnd == 158)) {
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 159, 0);
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 160, 0);
|
||||
if (Random_Query(0, 3) == 0) {
|
||||
AI_Movement_Track_Append_With_Facing(kActorGenwalkerA, 161, Random_Query(15, 30), 904);
|
||||
}
|
||||
} else if ((waypointEnd == 155 || waypointEnd == 156) && (waypointStart == 157 || waypointStart == 158)) {
|
||||
if (Random_Query(0, 3) == 0) {
|
||||
AI_Movement_Track_Append_With_Facing(kActorGenwalkerA, 161, Random_Query(15, 30), 904);
|
||||
}
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 160, 0);
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 159, 0);
|
||||
} else if ((waypointStart == 155 && waypointEnd == 156) || (waypointStart == 156 && waypointEnd == 155)) {
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 159, 0);
|
||||
}
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, waypointEnd, 0);
|
||||
AI_Movement_Track_Repeat(kActorGenwalkerA);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (set == kSetCT01_CT12) {
|
||||
isInside = false;
|
||||
if (Random_Query(0, 1)) {
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 54, 1);
|
||||
if (Random_Query(1, 3) == 1) {
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 56, 0);
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 43, 1);
|
||||
} else {
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 53, 1);
|
||||
}
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 40, 1);
|
||||
AI_Movement_Track_Repeat(kActorGenwalkerA);
|
||||
} else {
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 53, 1);
|
||||
if (Random_Query(1, 3) == 1) {
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 43, 1);
|
||||
} else {
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 54, 1);
|
||||
}
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 40, 1);
|
||||
AI_Movement_Track_Repeat(kActorGenwalkerA);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
if (set == kSetHC01_HC02_HC03_HC04) {
|
||||
isInside = true;
|
||||
if (Random_Query(0, 1)) {
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 164, 0);
|
||||
// Original code does indeed have duplication of branches here
|
||||
// TODO This could possible indicate intent of different movement tracks for the actor
|
||||
// based on repeated "coin flips", but as it was the code block for each branch was identical.
|
||||
#if 0
|
||||
if (Random_Query(0, 1)) {
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 163, 0);
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 162, 0);
|
||||
} else if (Random_Query(0, 1)) {
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 163, 0);
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 162, 0);
|
||||
} else {
|
||||
#endif
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 163, 0);
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 162, 0);
|
||||
//}
|
||||
} else {
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 162, 0);
|
||||
// Original code matches the if/else blocks here
|
||||
// Intent seems to be that if the first coin flip fails (0) then a second one is made
|
||||
// and based on that the actors facing is set or remains unchanged.
|
||||
// The movement track is the same in both cases.
|
||||
// Better to preserve the likely effective duplication here
|
||||
// TODO Check if there's an observable difference between these branches
|
||||
// and whether kActorGenwalkerB and kActorGenwalkerC need to also have this behaviour.
|
||||
if (Random_Query(0, 1)) {
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 163, 0);
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 164, 0);
|
||||
} else {
|
||||
if (Random_Query(0, 1)) {
|
||||
AI_Movement_Track_Append_With_Facing(kActorGenwalkerA, 166, 0, 30);
|
||||
}
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 163, 0);
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 164, 0);
|
||||
}
|
||||
}
|
||||
AI_Movement_Track_Repeat(kActorGenwalkerA);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (set == kSetRC03) {
|
||||
isInside = false;
|
||||
int waypointStart = 0;
|
||||
int waypointEnd = 0;
|
||||
do {
|
||||
waypointStart = Random_Query(167, 171);
|
||||
} while (waypointStart == 168 || waypointStart == 169);
|
||||
do {
|
||||
waypointEnd = Random_Query(167, 171);
|
||||
} while (waypointEnd == waypointStart || waypointEnd == 168 || waypointEnd == 169);
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, waypointStart, 0);
|
||||
if (waypointStart == 170) {
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 169, 0);
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 168, 0);
|
||||
} else if (waypointEnd == 170) {
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 168, 0);
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, 169, 0);
|
||||
}
|
||||
AI_Movement_Track_Append(kActorGenwalkerA, waypointEnd, 0);
|
||||
AI_Movement_Track_Repeat(kActorGenwalkerA);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
} // End of namespace BladeRunner
|
||||
Reference in New Issue
Block a user