scummvm/engines/bladerunner/script/scene/ug18.cpp

648 lines
26 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "bladerunner/script/scene_script.h"
namespace BladeRunner {
enum kUG18Loops {
kUG18LoopTrainsArriving = 0, // 0 - 59
kUG18LoopMainLoop = 1, // 60 - 120 (4 seconds in 15 fps)
kUG18LoopTrainsLeaving = 3, // 121 - 180
kUG18LoopMainLoopNoTrains = 4 // 181 - 241 (4 seconds in 15 fps)
};
static const int kUG18TrainsSecondsOfLoopNoTrains = 4;
static const int kUG18TrainsSecondsOfLoopWithTrains = 4;
static const int kUG18TrainsCountUpMaxMarginWalkedIn = 12;
static const int kUG18TrainsCountUpMinMarginWalkedIn = 4;
static const int kUG18TrainsCountUpTargetRegular = 600;
static const int kUG18TrainsCountUpMinMarginRegular = 65;
// values for re-purposed global variable kVariableUG18StateOfTrains
enum kUG18TrainsState {
kUG18NoTrains = 0,
kUG18TrainsUnloading = 1
};
// values for re-purposed global variable kVariableUG18StateOfGuzzaCorpse
enum kUG18StateOfGuzzaCorpse {
kUG18GuzzaNoCorpse = 0,
kUG18GuzzaCorpseFloatsDown = 1,
kUG18GuzzaCorpseStuckInPipes = 2,
kUG18GuzzaCorpseDissolves = 3
};
void SceneScriptUG18::InitializeScene() {
Setup_Scene_Information(-684.71f, 0.0f, 171.59f, 0);
Game_Flag_Reset(kFlagUG13toUG18);
Scene_Exit_Add_2D_Exit(0, 0, 158, 100, 340, 3);
if (_vm->_cutContent) {
if (!Game_Flag_Query(kFlagUG18GuzzaScene)) {
Overlay_Play("UG18OVER", 0, true, false, 0); // Railing in center platform is intact
} else {
Overlay_Play("UG18OVER", 2, true, false, 0); // Railing has broken outwards (state after Guzza fell)
}
}
Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 71, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxBOILPOT2, 45, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 76, 0, 1);
Ambient_Sounds_Add_Sound(kSfxBBDRIP1, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP2, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP3, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP4, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxYELL1M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxYELL1M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT1M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT2M2, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT2M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP5, 2, 20, 25, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSTEAM1, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSTEAM3, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSTEAM6A, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK1, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK2, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK3, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK4, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
if (_vm->_cutContent) {
if (Global_Variable_Query(kVariableUG18StateOfTrains) == kUG18NoTrains) {
Scene_Loop_Set_Default(kUG18LoopMainLoopNoTrains);
Global_Variable_Set(kVariableUG18CountUpForNextTrainAction, Random_Query(kUG18TrainsCountUpTargetRegular - kUG18TrainsCountUpMaxMarginWalkedIn, kUG18TrainsCountUpTargetRegular - kUG18TrainsCountUpMinMarginWalkedIn));
} else {
if (Random_Query(0, 1)) {
Scene_Loop_Set_Default(kUG18LoopMainLoop);
// don't set the kVariableUG18CountUpForNextTrainAction here, we only want this to play once before transitioning to trains leaving
} else {
Global_Variable_Set(kVariableUG18StateOfTrains, kUG18NoTrains);
Scene_Loop_Set_Default(kUG18LoopMainLoopNoTrains);
Global_Variable_Set(kVariableUG18CountUpForNextTrainAction, Random_Query(0, kUG18TrainsCountUpTargetRegular - kUG18TrainsCountUpMinMarginRegular));
}
}
} else {
Scene_Loop_Set_Default(kUG18LoopMainLoopNoTrains);
}
if ( Game_Flag_Query(kFlagCallWithGuzza)
&& !Game_Flag_Query(kFlagUG18GuzzaScene)
&& Global_Variable_Query(kVariableChapter) == 4
) {
Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaUG18Wait);
Actor_Set_Goal_Number(kActorClovis, kGoalClovisUG18Wait);
Actor_Set_Goal_Number(kActorSadik, kGoalSadikUG18Wait);
}
}
void SceneScriptUG18::SceneLoaded() {
Obstacle_Object("MACHINE_01", true);
#if BLADERUNNER_ORIGINAL_BUGS
Unobstacle_Object("PLATFM_RAIL 01", true);
Unobstacle_Object("PLATFM_RAIL 02", true);
Unobstacle_Object("OBSTACLE1", true);
#endif // BLADERUNNER_ORIGINAL_BUGS
Clickable_Object("MACHINE_01");
Unclickable_Object("MACHINE_01");
if (Game_Flag_Query(kFlagUG18GuzzaScene)) {
Actor_Put_In_Set(kActorGuzza, kSetFreeSlotI);
Actor_Set_At_Waypoint(kActorGuzza, 41, 0);
if (Actor_Query_Which_Set_In(kActorSadik) == kSetUG18) {
Actor_Put_In_Set(kActorSadik, kSetFreeSlotA);
Actor_Set_At_Waypoint(kActorSadik, 33, 0);
}
}
if ( Game_Flag_Query(kFlagCallWithGuzza)
&& !Game_Flag_Query(kFlagUG18GuzzaScene)
&& Global_Variable_Query(kVariableChapter) == 4
) {
Item_Add_To_World(kItemBriefcase, kModelAnimationBriefcase, kSetUG18, -55.21f, 0.0f, -302.17f, 0, 12, 12, false, true, false, true);
}
}
bool SceneScriptUG18::MouseClick(int x, int y) {
return false;
}
bool SceneScriptUG18::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptUG18::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptUG18::ClickedOnItem(int itemId, bool combatMode) {
if (itemId == kItemBriefcase) {
if (combatMode) {
Item_Remove_From_World(kItemBriefcase);
} else if (!Loop_Actor_Walk_To_Item(kActorMcCoy, kItemBriefcase, 12, true, false)) {
Item_Pickup_Spin_Effect(kModelAnimationBriefcase, 368, 243);
Item_Remove_From_World(itemId);
Game_Flag_Set(kFlagUG18BriefcaseTaken);
Actor_Clue_Acquire(kActorMcCoy, kClueBriefcase, true, kActorGuzza);
}
}
return false;
}
bool SceneScriptUG18::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -684.71f, 0.0f, 171.59f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagUG18toUG13);
Set_Enter(kSetUG13, kSceneUG13);
}
return true;
}
return false;
}
bool SceneScriptUG18::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptUG18::SceneFrameAdvanced(int frame) {
// kUG18LoopTrainsArriving = 0, // 0 - 59
// kUG18LoopMainLoop = 1, // 60 - 120
// kUG18LoopTrainsLeaving = 3, // 121 - 180
// kUG18LoopMainLoopNoTrains = 4 // 181 - 241
if (_vm->_cutContent) {
if (frame == 0) {
Ambient_Sounds_Play_Sound(Random_Query(kSfxBBGRN1, kSfxBBGRN3), 35, 0, 30, 50);
Ambient_Sounds_Play_Sound(kSfxLIGHTON, 25, 0, 30, 50);
}
if (frame == 2) {
Ambient_Sounds_Play_Sound(kSfxSUBWAY1, 24, 0, 30, 50);
}
if (frame == 60) {
Ambient_Sounds_Play_Sound(kSfxPIPER1, 25, 30, 30, 0);
if (Random_Query(1, 3)) {
Ambient_Sounds_Play_Sound(kSfxSQUEAK2, 32, 30, 30, 50);
} else {
Ambient_Sounds_Play_Sound(kSfxSQUEAK4, 34, 30, 30, 50);
}
}
if (frame == 68) {
Ambient_Sounds_Play_Sound(kSfxSTEAM3, 66, 30, 30, 50);
}
if (frame == 70) {
Ambient_Sounds_Play_Sound(kSfxSTEAM6A, 66, 30, 30, 50);
}
if (frame == 115) {
Ambient_Sounds_Play_Sound(kSfxMTLDOOR2, 40, 30, 30, 50);
}
if (frame == 128) {
Ambient_Sounds_Play_Sound(kSfxSUBWAY1, 24, 30, 0, 50);
}
if (frame == 119 // end of main loop unloading // works better than using the 120 value
|| frame == 240 // end of main loop no trains
) {
if (Global_Variable_Query(kVariableUG18CountUpForNextTrainAction) < kUG18TrainsCountUpTargetRegular) {
// FIXME: bug? No difference in branches due to identical values of constants i.e. 4 seconds.
if (Global_Variable_Query(kVariableUG18StateOfTrains) == kUG18NoTrains) {
Global_Variable_Increment(kVariableUG18CountUpForNextTrainAction, kUG18TrainsSecondsOfLoopNoTrains); // add seconds
debug(11, "kUG18TrainsSecondsOfLoopNoTrains: %d", kUG18TrainsSecondsOfLoopNoTrains);
} else {
Global_Variable_Increment(kVariableUG18CountUpForNextTrainAction, kUG18TrainsSecondsOfLoopWithTrains); // add seconds
debug(11, "kUG18TrainsSecondsOfLoopWithTrains: %d", kUG18TrainsSecondsOfLoopWithTrains);
}
} else {
if (Global_Variable_Query(kVariableUG18StateOfTrains) == kUG18NoTrains) {
Global_Variable_Set(kVariableUG18StateOfTrains, kUG18TrainsUnloading);
Scene_Loop_Set_Default(kUG18LoopMainLoop);
Scene_Loop_Start_Special(kSceneLoopModeOnce, kUG18LoopTrainsArriving, false);
// don't set the kVariableUG18CountUpForNextTrainAction here, we only want this to play once before transitioning to trains leaving
} else {
Global_Variable_Set(kVariableUG18StateOfTrains, kUG18NoTrains);
Scene_Loop_Set_Default(kUG18LoopMainLoopNoTrains);
Scene_Loop_Start_Special(kSceneLoopModeOnce, kUG18LoopTrainsLeaving, true);
Global_Variable_Set(kVariableUG18CountUpForNextTrainAction, Random_Query(0, kUG18TrainsCountUpTargetRegular - kUG18TrainsCountUpMinMarginRegular));
}
}
}
}
}
void SceneScriptUG18::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
if (actorId == kActorGuzza) {
switch (newGoal) {
case kGoalGuzzaUG18HitByMcCoy:
Game_Flag_Set(kFlagMcCoyRetiredHuman);
ADQ_Flush();
Actor_Modify_Friendliness_To_Other(kActorClovis, kActorMcCoy, 7);
Actor_Modify_Friendliness_To_Other(kActorSadik, kActorMcCoy, 10);
Player_Loses_Control();
Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
ADQ_Add(kActorGuzza, 1220, 58);
Scene_Exits_Enable();
Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaUG18ShotByMcCoy);
break;
case kGoalGuzzaUG18MissedByMcCoy:
ADQ_Flush();
Actor_Modify_Friendliness_To_Other(kActorClovis, kActorMcCoy, 7);
Actor_Modify_Friendliness_To_Other(kActorSadik, kActorMcCoy, 10);
Player_Loses_Control();
Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
ADQ_Add(kActorGuzza, 1220, 58);
Scene_Exits_Enable();
Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaUG18ShootMcCoy);
break;
}
return;
}
if (actorId == kActorSadik) {
switch (newGoal) {
case kGoalSadikUG18Decide:
if (Actor_Query_Friendliness_To_Other(kActorClovis, kActorMcCoy) > 55
&& Game_Flag_Query(kFlagMcCoyRetiredHuman)
) {
Actor_Says(kActorClovis, 660, 13); // Brother, you killed a human...
Actor_Says(kActorMcCoy, 5995, 13);
Actor_Says(kActorClovis, 670, 13);
Actor_Says(kActorMcCoy, 6000, 13);
Actor_Says_With_Pause(kActorClovis, 680, 2.0f, 13);
Actor_Says(kActorClovis, 690, 13);
Actor_Says(kActorClovis, 700, 13);
Actor_Set_Goal_Number(kActorSadik, kGoalSadikUG18Leave);
Actor_Set_Goal_Number(kActorClovis, kGoalClovisUG18Leave);
} else {
Actor_Set_Goal_Number(kActorSadik, kGoalSadikUG18PrepareShootMcCoy);
Actor_Set_Goal_Number(kActorClovis, kGoalClovisUG18Leave);
}
break;
// goals 303, 304 and 305 are never set, cut out part of game?
case 304:
Actor_Modify_Friendliness_To_Other(kActorClovis, kActorMcCoy, -3);
ADQ_Add(kActorSadik, 380, -1);
Actor_Set_Goal_Number(kActorSadik, kGoalSadikUG18WillShootMcCoy);
break;
case 305:
// never triggered
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeCombatAttack);
Sound_Play(kSfxLGCAL1, 100, 0, 0, 50);
Actor_Force_Stop_Walking(kActorMcCoy);
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
Player_Loses_Control();
Actor_Retired_Here(kActorMcCoy, 6, 6, true, kActorSadik);
break;
}
}
}
void SceneScriptUG18::PlayerWalkedIn() {
if (_vm->_cutContent) {
if (Game_Flag_Query(kFlagUG18GuzzaScene)) {
switch (Global_Variable_Query(kVariableUG18StateOfGuzzaCorpse)) {
case kUG18GuzzaCorpseFloatsDown:
Global_Variable_Set(kVariableUG18StateOfGuzzaCorpse, kUG18GuzzaCorpseDissolves);
// Same logic as using the BB06OVER for doll explosion case in BB06.
// (queuing only works on top of a loop that is repeating)
// Note that in the current engine implementation the last queued loop
// is also supposed to be repeating, which is the case for most queued loops cases.
// If it should not, like here, some special case is required for it in VQAPlayer::update(),
// see use of _specialUG18DoNotRepeatLastLoop.
// Here loop 2 is the last queued loop (queued explicitly in VQAPlayer::update())
// which *should not* be repeated more than once.
Overlay_Play("UG18OVR2", 0, true, true, 0);
Overlay_Play("UG18OVR2", 1, true, false, 0);
break;
// case kUG18GuzzaCorpseStuckInPipes:
// Global_Variable_Set(kVariableUG18StateOfGuzzaCorpse, kUG18GuzzaCorpseDissolves);
// Overlay_Play("UG18OVR2", 1, true, true, 0);
// Overlay_Play("UG18OVR2", 2, false, false, 0);
// break;
case kUG18GuzzaCorpseDissolves:
Global_Variable_Set(kVariableUG18StateOfGuzzaCorpse, kUG18GuzzaNoCorpse);
Overlay_Remove("UG18OVR2");
break;
default:
break;
}
}
}
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -488.71f, 0.0f, 123.59f, 0, false, false, false);
if ( Game_Flag_Query(kFlagCallWithGuzza)
&& !Game_Flag_Query(kFlagUG18GuzzaScene)
&& Actor_Query_Is_In_Current_Set(kActorGuzza)
) {
Scene_Exits_Disable();
talkWithGuzza();
talkWithClovis();
Game_Flag_Set(kFlagUG18GuzzaScene);
}
}
void SceneScriptUG18::PlayerWalkedOut() {
if (_vm->_cutContent) {
Overlay_Remove("UG18OVER");
}
}
void SceneScriptUG18::DialogueQueueFlushed(int a1) {
switch (Actor_Query_Goal_Number(kActorGuzza)) {
case kGoalGuzzaUG18Target:
Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaUG18WillGetShotBySadik);
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeCombatAttack);
Sound_Play(kSfxLGCAL3, 100, 0, 0, 50);
Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeCombatHit);
ADQ_Add(kActorClovis, 630, 13); // "Whatever is born of mortal birth, must be consumed with the earth."
Actor_Set_Goal_Number(kActorClovis, kGoalClovisUG18SadikWillShootGuzza);
break;
case kGoalGuzzaUG18ShotByMcCoy:
// Bug in the game, shot animation is not reset so McCoy looks still while he is shooting
#if BLADERUNNER_ORIGINAL_BUGS
#else
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatAim);
#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatAttack);
Sound_Play(kSfxLGCAL2, 100, 0, 0, 50);
Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeCombatHit);
Delay(900);
#if BLADERUNNER_ORIGINAL_BUGS
#else
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatAim);
#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatAttack);
Sound_Play(kSfxLGCAL3, 100, 0, 0, 50);
Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeCombatHit);
Delay(1100);
#if BLADERUNNER_ORIGINAL_BUGS
#else
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatAim);
#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatAttack);
Sound_Play(kSfxLGCAL1, 100, 0, 0, 50);
Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeCombatHit);
Delay(900);
#if BLADERUNNER_ORIGINAL_BUGS
#else
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatAim);
#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatAttack);
Sound_Play(kSfxLGCAL3, 100, 0, 0, 50);
Actor_Change_Animation_Mode(kActorGuzza, 61);
if (_vm->_cutContent) {
// same logic as using the BB06OVER for doll explosion case in BB06
Overlay_Play("UG18OVER", 1, true, true, 0);
Overlay_Play("UG18OVER", 2, true, false, 0);
Global_Variable_Set(kVariableUG18StateOfGuzzaCorpse, kUG18GuzzaCorpseFloatsDown);
} else {
Overlay_Play("UG18OVER", 1, false, true, 0);
}
Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaUG18FallDown);
Player_Gains_Control();
ADQ_Add_Pause(2000);
ADQ_Add(kActorSadik, 360, -1); // The Hunter, he do us a favor...
ADQ_Add_Pause(2000);
ADQ_Add(kActorClovis, 650, 14); // So, what should we do with this detective.
ADQ_Add(kActorSadik, 370, 14);
ADQ_Add(kActorClovis, 1320, 14); // Perhaps you're right
#if BLADERUNNER_ORIGINAL_BUGS
#else
Actor_Retired_Here(kActorGuzza, 72, 32, true, kActorMcCoy);
#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Set_Goal_Number(kActorClovis, kGoalClovisUG18GuzzaDied);
break;
case kGoalGuzzaUG18ShootMcCoy:
Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeCombatAttack);
Sound_Play(kSfxLGCAL2, 100, 0, 0, 50);
Actor_Force_Stop_Walking(kActorMcCoy);
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
Player_Loses_Control();
Actor_Retired_Here(kActorMcCoy, 6, 6, true, kActorGuzza);
Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaUG18FallDown);
break;
}
switch (Actor_Query_Goal_Number(kActorClovis)) {
case kGoalClovisUG18SadikWillShootGuzza:
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeCombatAttack);
Sound_Play(kSfxLGCAL3, 100, 0, 0, 50);
Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeCombatHit);
ADQ_Add(kActorClovis, 640, 13);
ADQ_Add(kActorGuzza, 1210, 13);
Actor_Set_Goal_Number(kActorClovis, kGoalClovisUG18SadikIsShootingGuzza);
break;
case kGoalClovisUG18SadikIsShootingGuzza:
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeCombatAttack);
Sound_Play(kSfxLGCAL3, 100, 0, 0, 50);
Actor_Change_Animation_Mode(kActorGuzza, 61);
#if BLADERUNNER_ORIGINAL_BUGS
#else
// don't allow code to reach the overlay animation if the dialogue queue is not flushed
// otherwise this animation is stored and if the player saves the game during the queued dialogue
// then upon re-load it would play immediately (before Guzza falls)
ADQ_Wait_For_All_Queued_Dialogue();
#endif // BLADERUNNER_ORIGINAL_BUGS
if (_vm->_cutContent) {
// same logic as using the BB06OVER for doll explosion case in BB06
Overlay_Play("UG18OVER", 1, true, true, 0);
Overlay_Play("UG18OVER", 2, true, false, 0);
Global_Variable_Set(kVariableUG18StateOfGuzzaCorpse, kUG18GuzzaCorpseFloatsDown);
}
ADQ_Add_Pause(2000);
ADQ_Add(kActorClovis, 650, 14);
ADQ_Add(kActorSadik, 370, 14);
ADQ_Add(kActorClovis, 1320, 14);
Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaUG18ShotBySadik);
Actor_Retired_Here(kActorGuzza, 72, 32, true, kActorSadik);
Actor_Set_Goal_Number(kActorClovis, kGoalClovisUG18GuzzaDied);
Scene_Exits_Enable();
break;
case kGoalClovisUG18GuzzaDied:
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Set_Goal_Number(kActorSadik, kGoalSadikUG18Move);
#else
// otherwise this gets repeated whenever dialogue queue re-empties
if (Actor_Query_Goal_Number(kActorSadik) == kGoalSadikUG18Wait) {
Actor_Set_Goal_Number(kActorSadik, kGoalSadikUG18Move);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
break;
}
if (Actor_Query_Goal_Number(kActorSadik) == kGoalSadikUG18WillShootMcCoy) {
// Bug in the original game - Why is Sadik set to die animation here?
// never triggered
Actor_Change_Animation_Mode(kActorSadik, kAnimationModeDie);
Actor_Set_Goal_Number(kActorSadik, kGoalSadikUG18PrepareShootMcCoy);
Actor_Set_Goal_Number(kActorClovis, kGoalClovisUG18Leave);
}
}
void SceneScriptUG18::talkWithGuzza() {
Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
Actor_Says(kActorMcCoy, 5860, 9);
Delay(500);
Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
Delay(500);
Actor_Says(kActorGuzza, 790, 3);
Actor_Says(kActorMcCoy, 5865, 12);
Actor_Says(kActorGuzza, 800, 3);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -357.13f, 0.0f, -44.47f, 0, false, false, false);
Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
Actor_Says(kActorMcCoy, 5870, 14);
Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
Actor_Start_Speech_Sample(kActorGuzza, 810);
Loop_Actor_Walk_To_XYZ(kActorGuzza, -57.21f, 0.0f, -334.17f, 0, false, false, false);
#if !BLADERUNNER_ORIGINAL_BUGS
// Fix for inconsistency bug:
// This quote plays for the KIA clue (kClueBriefcase)
// but did not play during the actual in-game scene
Actor_Says(kActorGuzza, 820, 3);
#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Says(kActorMcCoy, 5875, 13);
Actor_Says(kActorGuzza, 830, 3);
Actor_Says(kActorGuzza, 840, 12);
Actor_Says(kActorGuzza, 850, 14);
Actor_Says(kActorGuzza, 860, 13);
Actor_Says(kActorMcCoy, 5880, 15);
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Says(kActorMcCoy, 5885, 9);
#else
Actor_Says_With_Pause(kActorMcCoy, 5885, 0.0f, 9);
#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Says(kActorMcCoy, 5890, 13);
Actor_Says(kActorGuzza, 870, 15);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -205.13f, 0.0f, -184.47f, 0, false, false, false);
Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
Actor_Says(kActorMcCoy, 5900, 15);
Actor_Says(kActorGuzza, 880, 13);
Actor_Says(kActorMcCoy, 5905, 9);
Actor_Says(kActorMcCoy, 5910, 12);
Actor_Says(kActorMcCoy, 5915, 13);
Actor_Says(kActorGuzza, 890, 16);
Actor_Says(kActorMcCoy, 5920, 14);
Loop_Actor_Walk_To_XYZ(kActorGuzza, -57.21f, 0.0f, -334.17f, 0, false, false, false);
Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
Actor_Says(kActorGuzza, 900, 15);
Actor_Says(kActorGuzza, 910, 12);
Actor_Says(kActorGuzza, 920, 16);
if (_vm->_cutContent) {
Actor_Says(kActorGuzza, 930, 12);
}
Actor_Says(kActorMcCoy, 5925, 14);
Actor_Says(kActorGuzza, 940, 14);
Actor_Says(kActorMcCoy, 5930, 18);
Actor_Says(kActorGuzza, 950, 14);
Actor_Says(kActorGuzza, 960, 13);
Actor_Says(kActorGuzza, 970, 3);
if (Game_Flag_Query(kFlagMcCoyRetiredHuman)) {
Actor_Modify_Friendliness_To_Other(kActorClovis, kActorMcCoy, 3);
Actor_Modify_Friendliness_To_Other(kActorSadik, kActorMcCoy, 5);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -117.13f, 0.0f, -284.47f, 0, false, false, false);
Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
Actor_Says(kActorMcCoy, 5960, 9);
Actor_Says(kActorMcCoy, 5965, 14);
Actor_Says(kActorGuzza, 980, 15);
Actor_Says(kActorGuzza, 990, 13);
Actor_Says(kActorMcCoy, 5970, 14);
Actor_Says(kActorGuzza, 1000, 3);
Actor_Says(kActorMcCoy, 5975, 15);
} else if (Player_Query_Agenda() == kPlayerAgendaPolite) {
Actor_Modify_Friendliness_To_Other(kActorClovis, kActorMcCoy, -1);
Actor_Modify_Friendliness_To_Other(kActorSadik, kActorMcCoy, -1);
Actor_Says(kActorMcCoy, 5935, 14);
Actor_Says(kActorMcCoy, 5940, 18);
Actor_Says(kActorGuzza, 1020, 13);
Actor_Says(kActorGuzza, 1030, 14);
} else if (Global_Variable_Query(kVariableAffectionTowards) > 1
|| Player_Query_Agenda() == kPlayerAgendaSurly
) { // Affection towards Lucy or Dektora, or Surly Agenda
Actor_Modify_Friendliness_To_Other(kActorClovis, kActorMcCoy, 20);
Actor_Modify_Friendliness_To_Other(kActorSadik, kActorMcCoy, 10);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -117.13f, 0.0f, -284.47f, 0, false, false, false);
Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
Actor_Says(kActorMcCoy, 5950, 16);
Actor_Says(kActorMcCoy, 5955, 14);
Actor_Says(kActorGuzza, 1110, 13);
Actor_Says(kActorGuzza, 1120, 15);
Actor_Says(kActorMcCoy, 5990, 3);
Actor_Says(kActorGuzza, 1130, 15);
Actor_Says(kActorGuzza, 1140, 16);
} else {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -117.13f, 0.0f, -284.47f, 0, false, false, false);
Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
Actor_Says(kActorMcCoy, 5945, 12);
Actor_Says(kActorGuzza, 1040, 15);
Actor_Says(kActorMcCoy, 5980, 15);
Actor_Says(kActorGuzza, 1050, 12);
Actor_Says(kActorGuzza, 1060, 13);
Actor_Says(kActorGuzza, 1070, 14);
Actor_Says(kActorMcCoy, 5985, 18);
Actor_Says(kActorGuzza, 1080, 3);
Actor_Says(kActorGuzza, 1090, 14);
Actor_Says(kActorGuzza, 1100, 13);
}
}
void SceneScriptUG18::talkWithClovis() {
ADQ_Flush();
Actor_Start_Speech_Sample(kActorClovis, 590);
Delay(500);
Loop_Actor_Walk_To_XYZ(kActorGuzza, 126.79f, 0.0f, -362.17f, 0, false, false, false);
Actor_Face_Heading(kActorGuzza, 729, false);
Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaUG18Target);
ADQ_Add(kActorSadik, 350, 13);
ADQ_Add_Pause(1500);
ADQ_Add(kActorGuzza, 1150, 58);
ADQ_Add(kActorClovis, 600, 13);
ADQ_Add_Pause(1000);
ADQ_Add(kActorGuzza, 1160, 60);
ADQ_Add_Pause(500);
ADQ_Add(kActorGuzza, 1170, 59);
ADQ_Add(kActorGuzza, 1180, 58);
ADQ_Add(kActorClovis, 610, 13);
ADQ_Add(kActorGuzza, 1190, 60);
ADQ_Add(kActorClovis, 620, 13); // Lieutenant, we have everything we need...
ADQ_Add(kActorGuzza, 1200, 59);
}
} // End of namespace BladeRunner