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authorantoniou792019-05-08 00:49:15 +0300
committerantoniou792019-05-08 00:52:21 +0300
commit74936020ec6171c9e098945a629f2a37e488399c (patch)
treebe2277b700dc19dc47b67e315329d2eee8e310d5
parent02ac7fbfd32bdc03efe9a3e95f4b3fd615bee46d (diff)
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BLADERUNNER: fix Guzza, PS03, PS04, PS01
Also, added a custom transition when Guzza calls in for favors Still pending: in PS03 some actors may blink out of existence (happened to officer Grayford)
-rw-r--r--engines/bladerunner/debugger.cpp5
-rw-r--r--engines/bladerunner/game_constants.h44
-rw-r--r--engines/bladerunner/script/ai/guzza.cpp101
-rw-r--r--engines/bladerunner/script/ai/lucy.cpp2
-rw-r--r--engines/bladerunner/script/scene/nr03.cpp2
-rw-r--r--engines/bladerunner/script/scene/ps01.cpp5
-rw-r--r--engines/bladerunner/script/scene/ps03.cpp22
-rw-r--r--engines/bladerunner/script/scene/ps04.cpp50
8 files changed, 189 insertions, 42 deletions
diff --git a/engines/bladerunner/debugger.cpp b/engines/bladerunner/debugger.cpp
index 75ca3b0759..ab197ff5ad 100644
--- a/engines/bladerunner/debugger.cpp
+++ b/engines/bladerunner/debugger.cpp
@@ -1380,7 +1380,7 @@ bool Debugger::cmdItem(int argc, const char **argv) {
}
return true;
} else {
- debugPrintf("No item was found with the specified id: %d\n", itemId);
+ debugPrintf("No item was found with the specified id: %d in the scene\n", itemId);
return true;
}
} else {
@@ -1565,7 +1565,7 @@ bool Debugger::cmdList(int argc, const char **argv) {
SceneObjects::SceneObject *sceneObject = &_vm->_sceneObjects->_sceneObjects[_vm->_sceneObjects->_sceneObjectsSortedByDistance[i]];
if (sceneObject->type == kSceneObjectTypeActor) {
- debugPrintf("%d: %s (Clk: %s, Trg: %s, Prs: %s, Obs: %s, Mvg: %s), Goal: %d, Animation: %d:%d\n Pos(%02.2f,%02.2f,%02.2f)\n",
+ debugPrintf("%d: %s (Clk: %s, Trg: %s, Prs: %s, Obs: %s, Mvg: %s)\n Goal: %d, Set: %d, Anim mode: %d id:%d\n Pos(%02.2f,%02.2f,%02.2f)\n",
sceneObject->id - kSceneObjectOffsetActors,
_vm->_textActorNames->getText(sceneObject->id - kSceneObjectOffsetActors),
sceneObject->isClickable? "T" : "F",
@@ -1574,6 +1574,7 @@ bool Debugger::cmdList(int argc, const char **argv) {
sceneObject->isObstacle? "T" : "F",
sceneObject->isMoving? "T" : "F",
_vm->_actors[sceneObject->id - kSceneObjectOffsetActors]->getGoal(),
+ _vm->_actors[sceneObject->id - kSceneObjectOffsetActors]->getSetId(),
_vm->_actors[sceneObject->id - kSceneObjectOffsetActors]->getAnimationMode(),
_vm->_actors[sceneObject->id - kSceneObjectOffsetActors]->getAnimationId(),
_vm->_actors[sceneObject->id - kSceneObjectOffsetActors]->getPosition().x,
diff --git a/engines/bladerunner/game_constants.h b/engines/bladerunner/game_constants.h
index 2c2f08e486..5b672783c6 100644
--- a/engines/bladerunner/game_constants.h
+++ b/engines/bladerunner/game_constants.h
@@ -901,9 +901,9 @@ enum Flags {
// 459 is never used
kFlagSteeleWalkingAround = 460,
kFlagMaggieHasBomb = 461,
- kFlagPS04GuzzaLeft = 462,
+ kFlagGuzzaIsMovingAround = 462,
kFlagHC01GuzzaWalk = 463,
- kFlagHC01GuzzaPrepare= 464,
+ kFlagHC01GuzzaPrepare = 464,
kFlagMcCoyArrested = 465,
kFlagBB10Shelf1Available = 466,
kFlagBB10Shelf2Available = 467,
@@ -2104,23 +2104,29 @@ enum GoalGordo {
};
enum GoalGuzza {
- kGoalGuzzaLeaveOffice = 100,
- kGoalGuzzaGoToHawkersCircle1 = 101,
- kGoalGuzzaGoToOffice = 102,
- kGoalGuzzaGoToHawkersCircle2 = 103,
- kGoalGuzzaGoToFreeSlotB = 104,
- kGoalGuzzaGoToFreeSlotG = 105,
- kGoalGuzzaSitAtNR03 = 201,
- kGoalGuzzaUG18Wait = 300,
- kGoalGuzzaUG18Target = 301,
- kGoalGuzzaUG18WillGetShotBySadik = 302,
- kGoalGuzzaUG18HitByMcCoy = 303,
- kGoalGuzzaUG18MissedByMcCoy = 304,
- kGoalGuzzaUG18ShotByMcCoy = 305,
- kGoalGuzzaUG18ShootMcCoy = 306,
- kGoalGuzzaUG18FallDown = 307,
- kGoalGuzzaUG18ShotBySadik = 390,
- kGoalGuzzaGone = 599
+
+ kGoalGuzzaDefault = 0, // added goal
+ kGoalGuzzaLeftOffice = 100,
+ kGoalGuzzaGoToHawkersCircle1 = 101,
+ kGoalGuzzaAtOffice = 102,
+ kGoalGuzzaGoToHawkersCircle2 = 103,
+ kGoalGuzzaGoToFreeSlotB = 104,
+ kGoalGuzzaGoToFreeSlotG = 105,
+ kGoalGuzzaCallFavorsForHoboShoot1 = 106, // added goal
+ kGoalGuzzaCallFavorsForHoboShoot2 = 107, // added goal
+ kGoalGuzzaCalledFavorsForHobo = 108, // added goal
+ kGoalGuzzaWasAtNR03 = 200,
+ kGoalGuzzaSitAtNR03 = 201,
+ kGoalGuzzaUG18Wait = 300,
+ kGoalGuzzaUG18Target = 301,
+ kGoalGuzzaUG18WillGetShotBySadik = 302,
+ kGoalGuzzaUG18HitByMcCoy = 303,
+ kGoalGuzzaUG18MissedByMcCoy = 304,
+ kGoalGuzzaUG18ShotByMcCoy = 305,
+ kGoalGuzzaUG18ShootMcCoy = 306,
+ kGoalGuzzaUG18FallDown = 307,
+ kGoalGuzzaUG18ShotBySadik = 390,
+ kGoalGuzzaGone = 599
};
enum GoalClovis {
diff --git a/engines/bladerunner/script/ai/guzza.cpp b/engines/bladerunner/script/ai/guzza.cpp
index cc3ed50df0..822c1f6bdb 100644
--- a/engines/bladerunner/script/ai/guzza.cpp
+++ b/engines/bladerunner/script/ai/guzza.cpp
@@ -40,15 +40,20 @@ void AIScriptGuzza::Initialize() {
_counter = 0;
_state = 0;
_flag = false;
+#if BLADERUNNER_ORIGINAL_BUGS
+ // Guzza begins with -1 as a goal number in the original, it is unset until Act 2
+#else
+ Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaDefault);
+#endif // BLADERUNNER_ORIGINAL_BUGS
}
bool AIScriptGuzza::Update() {
if (Global_Variable_Query(kVariableChapter) == 2) {
- if (!Game_Flag_Query(kFlagPS04GuzzaLeft)) {
- Game_Flag_Set(kFlagPS04GuzzaLeft);
+ if (!Game_Flag_Query(kFlagGuzzaIsMovingAround)) {
+ Game_Flag_Set(kFlagGuzzaIsMovingAround);
Actor_Put_In_Set(kActorGuzza, kSetFreeSlotC);
Actor_Set_At_Waypoint(kActorGuzza, 35, 0);
- Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaLeaveOffice);
+ Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaLeftOffice);
return true;
}
@@ -69,28 +74,54 @@ void AIScriptGuzza::TimerExpired(int timer) {
}
void AIScriptGuzza::CompletedMovementTrack() {
+ // For Guzza, his movement tracks and goals are used to make him move around
+ // If McCoy enters his office (PS04) his movement is paused (and unpaused when McCoy exits),
+ // so ,while McCoy is there, Guzza won't blink in or out of the office.
+ // Guzza starts moving around from Act 2. In Act 1 he has no movement tracks and stays in his office -- and in original his goal is -1 (undefined).
+ //
+ // In Act 2, he may appear at HC01 when McCoy enters HC01 from AR01 (goal (if he hasn't been there already
+ // After that he can be there by 50% after he leaves the office (if his goal is set to kGoalGuzzaGoToHawkersCircle1)
+ //
+ // In Acts 2, 3: if McCoy enters the Police Elevator from ground floor, Guzza's goal is reset to "kGoalGuzzaLeftOffice"
+ // so Guzza can't get "stuck" away from his office forever during those Acts
+ //
+ // TODO Check if in Act 4: is it possible (albeit highly unlikely) that he will be at Hawker's Circle (but hidden at final waypoint of kGoalGuzzaGoToHawkersCircle1) (before UG18 meeting)?
+ //
+ // In Act 4, after his scene in UG18, he goes to kSetFreeSlotI and stays there
switch (Actor_Query_Goal_Number(kActorGuzza)) {
- case kGoalGuzzaLeaveOffice:
- Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaGoToOffice);
+ case kGoalGuzzaLeftOffice:
+ // This puts Guzza back to his office, when his time away (track) is complete
+ // Guzza stays in his office for 600 seconds (10 minutes)
+ Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaAtOffice);
// return true;
break;
- case kGoalGuzzaGoToOffice:
+ case kGoalGuzzaAtOffice:
+ // after his time in the office is complete:
if (Random_Query(1, 2) == 1) {
+ // Guzza goes to Hawker's Circle
+ // (and stays at final way point awaiting a goal change)
Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaGoToHawkersCircle1);
} else {
+ // Guzza goes "away" for 60 seconds (1 minute)
+ // (and stays at final way point awaiting a goal change)
Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaGoToFreeSlotB);
}
// return true;
break;
case kGoalGuzzaGoToHawkersCircle2:
- Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaLeaveOffice);
+ // After the short walk in Hawker's Circle:
+ // Guzza will "leave his office", stay for 90 seconds in kSetFreeSlotC
+ // (after that he'll be back in his office)
+ Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaLeftOffice);
// return true;
break;
- case kGoalGuzzaGoToFreeSlotG:
- Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaLeaveOffice);
+ case kGoalGuzzaGoToFreeSlotG: // bug? when does this happen?
+ // Guzza will "leave his office", stay for 90 seconds in kSetFreeSlotC
+ // (after that he'll be back in his office)
+ Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaLeftOffice);
// return true;
break;
@@ -104,14 +135,18 @@ void AIScriptGuzza::ReceivedClue(int clueId, int fromActorId) {
void AIScriptGuzza::ClickedByPlayer() {
if (Global_Variable_Query(kVariableChapter) == 2
- && Game_Flag_Query(kFlagPS04GuzzaLeft)
+ && Game_Flag_Query(kFlagGuzzaIsMovingAround)
) {
Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
- if (Actor_Query_Friendliness_To_Other(kActorGordo, kActorMcCoy) < 48) {
+
+#if BLADERUNNER_ORIGINAL_BUGS
+ if (Actor_Query_Friendliness_To_Other(kActorGordo, kActorMcCoy) < 48) { // a bug? shouldn't this be Gordo?
Actor_Says(kActorMcCoy, 3970, 13);
Actor_Says(kActorGuzza, 780, -1);
}
- //TODO: test this, looks like a bug in game
+ // TODO: test this, looks like a bug in game
+ // At the very least Random_Query(1, 4) should only be calculated once
+ // and clicking on Guzza should probably always produce a quote?
if (Random_Query(1, 4) == 1) {
AI_Movement_Track_Pause(kActorGuzza);
Actor_Says(kActorMcCoy, 4005, 15);
@@ -127,6 +162,36 @@ void AIScriptGuzza::ClickedByPlayer() {
} else if (Random_Query(1, 4) == 4) {
Actor_Says(kActorMcCoy, 3970, 13);
}
+#else
+ if (Actor_Query_Friendliness_To_Other(kActorGuzza, kActorMcCoy) < 48) {
+ Actor_Says(kActorMcCoy, 3970, 13); // Hey
+ Actor_Says(kActorGuzza, 780, -1); // Get lost
+ } else {
+ // At the very least Random_Query(1, 4) should only be calculated once
+ switch (Random_Query(1, 4)) {
+ case 1:
+ AI_Movement_Track_Pause(kActorGuzza);
+ Actor_Says(kActorMcCoy, 4005, 15);
+ Actor_Says(kActorGuzza, 780, -1);
+ AI_Movement_Track_Unpause(kActorGuzza);
+ break;
+ case 2:
+ AI_Movement_Track_Pause(kActorGuzza);
+ Actor_Says(kActorMcCoy, 3970, 14);
+ Actor_Says(kActorGuzza, 780, -1);
+ AI_Movement_Track_Unpause(kActorGuzza);
+ break;
+ case 3:
+ Actor_Says(kActorMcCoy, 3970, 16);
+ break;
+ case 4:
+ // fall through
+ default:
+ Actor_Says(kActorMcCoy, 3970, 13);
+ break;
+ }
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
}
// return false;
}
@@ -174,7 +239,8 @@ int AIScriptGuzza::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueI
bool AIScriptGuzza::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
- case kGoalGuzzaLeaveOffice:
+ case kGoalGuzzaLeftOffice:
+ // Guzza stays for a few seconds in his office (waypoint 263) then goes to kSetFreeSlotC (waypoint 35) for 90 seconds
AI_Movement_Track_Flush(kActorGuzza);
AI_Movement_Track_Append_With_Facing(kActorGuzza, 263, 0, 150);
AI_Movement_Track_Append_With_Facing(kActorGuzza, 263, 5, 150);
@@ -183,6 +249,7 @@ bool AIScriptGuzza::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return true;
case kGoalGuzzaGoToHawkersCircle1:
+ // walk around in kSetHC01_HC02_HC03_HC04 for a short while
AI_Movement_Track_Flush(kActorGuzza);
AI_Movement_Track_Append(kActorGuzza, 258, 0);
AI_Movement_Track_Append(kActorGuzza, 260, 8);
@@ -191,14 +258,16 @@ bool AIScriptGuzza::GoalChanged(int currentGoalNumber, int newGoalNumber) {
AI_Movement_Track_Repeat(kActorGuzza);
return true;
- case kGoalGuzzaGoToOffice:
- AI_Movement_Track_Flush(kActorGuzza);
+ case kGoalGuzzaAtOffice:
+ // stay for 600 seconds in office
AI_Movement_Track_Flush(kActorGuzza);
+ AI_Movement_Track_Flush(kActorGuzza); // a bug? is this needed twice?
AI_Movement_Track_Append_With_Facing(kActorGuzza, 263, 600, 150);
AI_Movement_Track_Repeat(kActorGuzza);
return true;
case kGoalGuzzaGoToHawkersCircle2:
+ // walk around in kSetHC01_HC02_HC03_HC04 for few seconds
AI_Movement_Track_Flush(kActorGuzza);
AI_Movement_Track_Append(kActorGuzza, 258, 0);
AI_Movement_Track_Append(kActorGuzza, 259, 1);
@@ -207,12 +276,14 @@ bool AIScriptGuzza::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return true;
case kGoalGuzzaGoToFreeSlotB:
+ // stay in kSetFreeSlotB for 60 seconds
AI_Movement_Track_Flush(kActorGuzza);
AI_Movement_Track_Append(kActorGuzza, 34, 60);
AI_Movement_Track_Repeat(kActorGuzza);
return true;
case kGoalGuzzaGoToFreeSlotG:
+ // stay in kSetFreeSlotG for 39 seconds // a bug? this goal is never set
AI_Movement_Track_Flush(kActorGuzza);
AI_Movement_Track_Append(kActorGuzza, 39, 120);
AI_Movement_Track_Repeat(kActorGuzza);
diff --git a/engines/bladerunner/script/ai/lucy.cpp b/engines/bladerunner/script/ai/lucy.cpp
index c6b26a533e..b2084a52e3 100644
--- a/engines/bladerunner/script/ai/lucy.cpp
+++ b/engines/bladerunner/script/ai/lucy.cpp
@@ -62,7 +62,7 @@ bool AIScriptLucy::Update() {
if (Global_Variable_Query(kVariableChapter) == 4
&& Actor_Query_Goal_Number(kActorLucy) == kGoalLucyGone
- && Actor_Query_Which_Set_In(kActorLucy) != 99
+ && Actor_Query_Which_Set_In(kActorLucy) != kSetFreeSlotI
) {
if (Actor_Query_Which_Set_In(kActorLucy) != Player_Query_Current_Set()) {
Actor_Put_In_Set(kActorLucy, kSetFreeSlotI);
diff --git a/engines/bladerunner/script/scene/nr03.cpp b/engines/bladerunner/script/scene/nr03.cpp
index f1fb89e295..22ef83dd97 100644
--- a/engines/bladerunner/script/scene/nr03.cpp
+++ b/engines/bladerunner/script/scene/nr03.cpp
@@ -265,7 +265,7 @@ void SceneScriptNR03::SceneFrameAdvanced(int frame) {
rotateActorOnTable(frame);
} else if (frame == 110) {
if (Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaSitAtNR03) {
- Actor_Set_Goal_Number(kActorGuzza, 200);
+ Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaWasAtNR03);
} else if (!Game_Flag_Query(kFlagNR03toNR05)) {
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyNRxxSitAtTable);
Player_Gains_Control();
diff --git a/engines/bladerunner/script/scene/ps01.cpp b/engines/bladerunner/script/scene/ps01.cpp
index 56b9f7289a..3a68356b63 100644
--- a/engines/bladerunner/script/scene/ps01.cpp
+++ b/engines/bladerunner/script/scene/ps01.cpp
@@ -96,7 +96,12 @@ bool SceneScriptPS01::ClickedOnExit(int exitId) {
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1877.9f, 16592.0f, -2975.0f, 0, true, false, 0)) {
+#if BLADERUNNER_ORIGINAL_BUGS
Actor_Set_At_XYZ(kActorMcCoy, 1872.0f, 16592.0f, -2975.0f, 870);
+#else
+ // reduce glitch with spinner door
+ Actor_Set_At_XYZ(kActorMcCoy, 1872.0f, 16592.0f, -2994.0f, 870);
+#endif // BLADERUNNER_ORIGINAL_BUGS
Game_Flag_Reset(kFlagMcCoyInChinaTown);
Game_Flag_Reset(kFlagMcCoyInRunciters);
Game_Flag_Reset(kFlagMcCoyInMcCoyApartment);
diff --git a/engines/bladerunner/script/scene/ps03.cpp b/engines/bladerunner/script/scene/ps03.cpp
index 064caed1c9..158b6211c9 100644
--- a/engines/bladerunner/script/scene/ps03.cpp
+++ b/engines/bladerunner/script/scene/ps03.cpp
@@ -75,12 +75,22 @@ bool SceneScriptPS03::ClickedOnItem(int itemId, bool a2) {
bool SceneScriptPS03::ClickedOnExit(int exitId) {
if (exitId == 0) {
+#if BLADERUNNER_ORIGINAL_BUGS
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -674.0f, -354.0f, 550.0f, 0, 1, false, 0)) {
Game_Flag_Set(kFlagPS03toPS04);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Set_Enter(kSetPS04, kScenePS04);
}
+#else
+ // Make McCoy move more forward till he reaches the exit to avoid blinking out at transition to PS03
+ if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -674.0f, -354.0f, 690.0f, 0, 1, false, 0)) {
+ Game_Flag_Set(kFlagPS03toPS04);
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+ Set_Enter(kSetPS04, kScenePS04);
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
return true;
}
if (exitId == 1) {
@@ -90,18 +100,28 @@ bool SceneScriptPS03::ClickedOnExit(int exitId) {
Set_Enter(kSetPS02, kScenePS02);
Game_Flag_Reset(kFlagMcCoyAtPS03);
if (Global_Variable_Query(kVariableChapter) < 4) {
- Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaLeaveOffice);
+ Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaLeftOffice);
}
}
return true;
}
if (exitId == 2) {
+#if BLADERUNNER_ORIGINAL_BUGS
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -875.0f, -354.0f, -1241.0f, 0, 1, false, 0)) {
Game_Flag_Set(kFlagPS03toPS14);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Set_Enter(kSetPS14, kScenePS14);
}
+#else
+ // exit Police Station earlier (lower z) to avoid some glitch of blending McCoy with background
+ if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -875.0f, -354.0f, -1231.0f, 0, 1, false, 0)) {
+ Game_Flag_Set(kFlagPS03toPS14);
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+ Set_Enter(kSetPS14, kScenePS14);
+ }
+#endif // BLADERUNNER_ORIGINAL_BUGS
return true;
}
return false;
diff --git a/engines/bladerunner/script/scene/ps04.cpp b/engines/bladerunner/script/scene/ps04.cpp
index 6be812804c..a5b2f01060 100644
--- a/engines/bladerunner/script/scene/ps04.cpp
+++ b/engines/bladerunner/script/scene/ps04.cpp
@@ -24,6 +24,11 @@
namespace BladeRunner {
+enum kPS04Loops {
+ kPS04LoopPanToPS04 = 0, // 0 - 29
+ kPS04LoopMainLoop = 1, // 30 - 90 (actually 31-90)
+};
+
void SceneScriptPS04::InitializeScene() {
AI_Movement_Track_Pause(kActorGuzza);
if (Game_Flag_Query(kFlagPS03toPS04)) {
@@ -46,8 +51,8 @@ void SceneScriptPS04::InitializeScene() {
Ambient_Sounds_Add_Sound(kSfxSCANNER5, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCANNER6, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCANNER7, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
- Scene_Loop_Start_Special(0, 0, 0);
- Scene_Loop_Set_Default(1);
+ Scene_Loop_Start_Special(kPS04LoopPanToPS04, 0, 0);
+ Scene_Loop_Set_Default(kPS04LoopMainLoop);
}
void SceneScriptPS04::SceneLoaded() {
@@ -126,13 +131,47 @@ bool SceneScriptPS04::ClickedOn2DRegion(int region) {
}
void SceneScriptPS04::SceneFrameAdvanced(int frame) {
+ if (_vm->_cutContent) {
+ // custom code added for fading out and back in when Guzza calls in favors
+ // TODO keep this?
+ Set_Fade_Color(0, 0, 0);
+ if (frame > 5 && frame < 30) {
+ // transition scene
+ if ( Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaCalledFavorsForHobo) {
+ Set_Fade_Density(0.0f);
+ if (Global_Variable_Query(kVariableChapter) == 1) {
+ Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaDefault);
+ } else if (Global_Variable_Query(kVariableChapter) < 4) {
+ Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaAtOffice);
+ }
+ }
+ }
+ else if (frame >= 79 && frame < 90) {
+ if ( frame == 79 && Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaCallFavorsForHoboShoot1) {
+ Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaCallFavorsForHoboShoot2);
+ }
+ if ( Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaCallFavorsForHoboShoot2) {
+ // Fading out
+ Set_Fade_Density((frame - 79) / 10.0f);
+ }
+ } else if (frame == 90) {
+ if ( Actor_Query_Goal_Number(kActorGuzza) == kGoalGuzzaCallFavorsForHoboShoot2) {
+ // Faded out
+ Set_Fade_Density(1.0f);
+ Scene_Loop_Start_Special(kPS04LoopPanToPS04, 0, 0);
+ Scene_Loop_Set_Default(kPS04LoopMainLoop);
+ Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaCalledFavorsForHobo);
+ }
+ }
+ // end of: custom code added for fading out and back in when Guzza calls in favors
+ }
}
void SceneScriptPS04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptPS04::PlayerWalkedIn() {
- if (Actor_Query_Which_Set_In(kActorGuzza) == 64) {
+ if (Actor_Query_Which_Set_In(kActorGuzza) == kSetPS04) {
Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
}
//return false;
@@ -351,6 +390,11 @@ void SceneScriptPS04::dialogueWithGuzza() {
Actor_Says(kActorGuzza, 610, 33);
Actor_Face_Heading(kActorGuzza, 400, false);
Actor_Says(kActorGuzza, 620, 32);
+ if (_vm->_cutContent) {
+ // add a fade-out here while Guzza calls-in for favors
+ Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaCallFavorsForHoboShoot1);
+ Delay(4000);
+ }
Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
Actor_Says(kActorGuzza, 700, 34);
Actor_Says(kActorMcCoy, 4100, 13);