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author | Thanasis Antoniou | 2019-05-24 18:25:20 +0300 |
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committer | Thanasis Antoniou | 2019-05-25 03:39:57 +0300 |
commit | debccbb8f3edadeef4607a43fca09d06a2e959d0 (patch) | |
tree | f0fb93fc20f871bde8caff7bbcc7953ac428f7c7 | |
parent | 4745b099883483dff427ebf7c0c7289612b51cfe (diff) | |
download | scummvm-rg350-debccbb8f3edadeef4607a43fca09d06a2e959d0.tar.gz scummvm-rg350-debccbb8f3edadeef4607a43fca09d06a2e959d0.tar.bz2 scummvm-rg350-debccbb8f3edadeef4607a43fca09d06a2e959d0.zip |
BLADERUNNER: UG18 restored trains and Guzza overlays
-rw-r--r-- | engines/bladerunner/game_constants.h | 5 | ||||
-rw-r--r-- | engines/bladerunner/script/scene/ug18.cpp | 152 |
2 files changed, 154 insertions, 3 deletions
diff --git a/engines/bladerunner/game_constants.h b/engines/bladerunner/game_constants.h index 490c04db91..a046c06376 100644 --- a/engines/bladerunner/game_constants.h +++ b/engines/bladerunner/game_constants.h @@ -1175,7 +1175,10 @@ enum Variables { kVariableChapter = 1, kVariableChinyen = 2, kVariableGameVersion = 3, // re-purposed, original: not used, so it would have value of 0 in the classic version - // variables 4 - 8 are not used + kVariableUG18CountUpForNextTrainAction = 4, // re-purposed, original: not used + kVariableUG18StateOfTrains = 5, // re-purposed, original: not used + kVariableUG18StateOfGuzzaCorpse = 6, // re-purposed, original: not used + // variables 7 - 8 are not used kVariablePoliceMazeScore = 9, kVariablePoliceMazePS10TargetCounter = 10, kVariablePoliceMazePS11TargetCounter = 11, diff --git a/engines/bladerunner/script/scene/ug18.cpp b/engines/bladerunner/script/scene/ug18.cpp index 1ca7d709ed..eda2099235 100644 --- a/engines/bladerunner/script/scene/ug18.cpp +++ b/engines/bladerunner/script/scene/ug18.cpp @@ -24,11 +24,46 @@ 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); @@ -57,7 +92,23 @@ void SceneScriptUG18::InitializeScene() { 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); - Scene_Loop_Set_Default(4); + 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) @@ -138,6 +189,69 @@ bool SceneScriptUG18::ClickedOn2DRegion(int region) { } 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 the using the 120 value + || frame == 240 // end of main loop no trains + ) { + if (Global_Variable_Query(kVariableUG18CountUpForNextTrainAction) < kUG18TrainsCountUpTargetRegular) { + if (Global_Variable_Query(kVariableUG18StateOfTrains) == kUG18NoTrains) { + Global_Variable_Increment(kVariableUG18CountUpForNextTrainAction, kUG18TrainsSecondsOfLoopNoTrains); // add seconds + } else { + Global_Variable_Increment(kVariableUG18CountUpForNextTrainAction, kUG18TrainsSecondsOfLoopWithTrains); // add seconds + } + } 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) { @@ -210,6 +324,30 @@ void SceneScriptUG18::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bo } void SceneScriptUG18::PlayerWalkedIn() { + if (_vm->_cutContent) { + if (Game_Flag_Query(kFlagUG18GuzzaScene)) { + switch (Global_Variable_Query(kVariableUG18StateOfGuzzaCorpse)) { + case kUG18GuzzaCorpseFloatsDown: + Global_Variable_Set(kVariableUG18StateOfGuzzaCorpse, kUG18GuzzaCorpseStuckInPipes); + // same logic as using the BB06OVER for doll explosion case in BB06 + 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) @@ -224,6 +362,9 @@ void SceneScriptUG18::PlayerWalkedIn() { } void SceneScriptUG18::PlayerWalkedOut() { + if (_vm->_cutContent) { + Overlay_Remove("UG18OVER"); + } } void SceneScriptUG18::DialogueQueueFlushed(int a1) { @@ -254,7 +395,14 @@ void SceneScriptUG18::DialogueQueueFlushed(int a1) { Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatAttack); Sound_Play(kSfxLGCAL3, 100, 0, 0, 50); Actor_Change_Animation_Mode(kActorGuzza, 61); - Overlay_Play("UG18over", 1, false, true, 0); + 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); |