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author | Thanasis Antoniou | 2019-03-23 03:26:10 +0200 |
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committer | Thanasis Antoniou | 2019-03-23 03:26:10 +0200 |
commit | e898ed379fdd52a7cdc9c9b669d43c3078a72bf2 (patch) | |
tree | ed440ecc8f120829337ae9025809720ebb20b3d5 /engines/bladerunner/script/scene/ps11.cpp | |
parent | a03dbae1f0d52d288db662cf70fc535ad42ac4b4 (diff) | |
download | scummvm-rg350-e898ed379fdd52a7cdc9c9b669d43c3078a72bf2.tar.gz scummvm-rg350-e898ed379fdd52a7cdc9c9b669d43c3078a72bf2.tar.bz2 scummvm-rg350-e898ed379fdd52a7cdc9c9b669d43c3078a72bf2.zip |
BLADERUNNER: Final pass on the maze
Removed bell on enemy reveal, brought back original special targets
Also reverted to original fast targets even though they are probably unfair. And commented out the score subtitle.
Diffstat (limited to 'engines/bladerunner/script/scene/ps11.cpp')
-rw-r--r-- | engines/bladerunner/script/scene/ps11.cpp | 62 |
1 files changed, 21 insertions, 41 deletions
diff --git a/engines/bladerunner/script/scene/ps11.cpp b/engines/bladerunner/script/scene/ps11.cpp index ad8be4a75e..0100370c2a 100644 --- a/engines/bladerunner/script/scene/ps11.cpp +++ b/engines/bladerunner/script/scene/ps11.cpp @@ -121,7 +121,6 @@ static const int *getPoliceMazePS11TrackData10() { // Enemy (kItemPS11Target2, return trackData; } -// TODO - into look possible bug static const int *getPoliceMazePS11TrackData11() { // Enemy (kItemPS11Target2, kItemPS11Target3) static int trackData[] = { kPMTIFacing, 860, @@ -129,7 +128,6 @@ static const int *getPoliceMazePS11TrackData11() { // Enemy (kItemPS11Target2, kPMTIEnemyReset, kItemPS11Target3, // [redundant after bug fix] target 2-3 still is not revealed as enemy kPMTIMove, 25, kPMTIWait, 500, - kPMTIPlaySound, 495, 33, // ASDF REVEAL BELL kPMTIEnemySet, kItemPS11Target3, // rotate - reveal -- no need to set target 2 as enemy too, since it's gone kPMTIPlaySound, 32, 33, kPMTIRotate, 644, 80, @@ -258,7 +256,7 @@ static const int *getPoliceMazePS11TrackData14() { // Enemy (kItemPS11Target6) #if BLADERUNNER_ORIGINAL_BUGS kPMTIFacing, 900, // orientation is wrong here - should conceal the gun entirely #else - kPMTIFacing, 750, // corrected orientation + kPMTIFacing, 750, // corrected orientation #endif // BLADERUNNER_ORIGINAL_BUGS kPMTIPosition, 0, kPMTIWaitRandom, 3000, 6000, @@ -266,14 +264,13 @@ static const int *getPoliceMazePS11TrackData14() { // Enemy (kItemPS11Target6) kPMTIPlaySound, 33, 33, kPMTIMove, 5, kPMTIWait, 500, - kPMTIPlaySound, 495, 33, // ASDF REVEAL BELL kPMTIEnemySet, kItemPS11Target6, // rotate - reveal kPMTIRotate, 644, 80, kPMTIWait, 0, #if BLADERUNNER_ORIGINAL_BUGS 1 kPMTIRotate, 388, 80, // orientation is wrong here #else - kPMTIRotate, 260, 80, // corrected orientation + kPMTIRotate, 260, 80, // corrected orientation - face towards McCoy #endif // BLADERUNNER_ORIGINAL_BUGS kPMTIWait, 1000, kPMTIShoot, 27, 33, @@ -291,7 +288,7 @@ static const int *getPoliceMazePS11TrackData14() { // Enemy (kItemPS11Target6) return trackData; } -static const int *getPoliceMazePS11TrackData15() { // Innocent (kItemPS11Target7, kItemPS11Target8) +static const int *getPoliceMazePS11TrackData15() { // Special (kItemPS11Target7, kItemPS11Target8) - Innocent x2 static int trackData[] = { kPMTIActivate, kVariablePoliceMazePS11TargetCounter, kPoliceMazePS11TargetCount, kPMTIVariableInc, kVariablePoliceMazePS11TargetCounter, kPoliceMazePS11TargetCount, @@ -308,17 +305,14 @@ static const int *getPoliceMazePS11TrackData15() { // Innocent (kItemPS11Target kPMTIPosition, 0, kPMTIWaitRandom, 3000, 7000, kPMTIObstacleSet, kItemPS11Target7, - kPMTIPlaySound, 29, 33, // TARGUP1 + kPMTIPlaySound, 29, 33, kPMTIEnemyReset, kItemPS11Target7, #if BLADERUNNER_ORIGINAL_BUGS #else kPMTIEnemyReset, kItemPS11Target8, // both targets should clear their enemy flag here #endif // BLADERUNNER_ORIGINAL_BUGS kPMTIMove, 14, - -#if BLADERUNNER_ORIGINAL_BUGS - kPMTILeave, // TODO MAZE A bug? intended? - Why do a LEAVE here is its track is continued with kItemPS11Target8? (would result to re-credit another point with the later leave instruction for kItemPS11Target8) -#endif // BLADERUNNER_ORIGINAL_BUGS + kPMTILeave, // intended: special: credit for "first" innocent escaping kPMTIWait, 1000, kPMTIPausedReset, kItemPS11Target8, kPMTIObstacleReset, kItemPS11Target7, @@ -348,7 +342,7 @@ static const int *getPoliceMazePS11TrackData16() { // Innocent (kItemPS11Target kPMTIRotate, 388, 200, kPMTIWait, 500, kPMTIMove, 79, - kPMTILeave, + kPMTILeave, // credit for "second" / final innocent kPMTIObstacleReset, kItemPS11Target8, #if BLADERUNNER_ORIGINAL_BUGS #else @@ -387,28 +381,16 @@ static const int *getPoliceMazePS11TrackData17() { // Special (kItemPS11Target9 #endif // BLADERUNNER_ORIGINAL_BUGS kPMTIPlaySound, 32, 33, kPMTIMove, 10, -#if BLADERUNNER_ORIGINAL_BUGS - kPMTIWait, 0, // this is too fast -#else - kPMTIWait, 350, -#endif // BLADERUNNER_ORIGINAL_BUGS + kPMTIWait, 0, // this results in shooting too fast - TODO maybe introduce a small wait here (50 or 150) kPMTIShoot, 27, 33, kPMTIMove, 0, -#if BLADERUNNER_ORIGINAL_BUGS - kPMTITargetSet, kItemPS11Target9, 1, // TODO MAZE A bug? intended? - "Second" enemy - kPMTIEnemySet, kItemPS11Target9, -#endif // BLADERUNNER_ORIGINAL_BUGS + kPMTITargetSet, kItemPS11Target9, 1, // intended: special: "second" enemy (re-using the target of the track) + kPMTIEnemySet, kItemPS11Target9, // intended: special: "second" enemy (re-using the target of the track) kPMTIMove, 24, -#if BLADERUNNER_ORIGINAL_BUGS - kPMTITargetSet, kItemPS11Target9, 1, // TODO MAZE A bug? intended? - "Third" enemy - kPMTIEnemySet, kItemPS11Target9, -#endif // BLADERUNNER_ORIGINAL_BUGS + kPMTITargetSet, kItemPS11Target9, 1, // intended: special: "third" enemy (re-using the target of the track) + kPMTIEnemySet, kItemPS11Target9, // intended: special: "third" enemy (re-using the target of the track) kPMTIMove, 10, -#if BLADERUNNER_ORIGINAL_BUGS - kPMTIWait, 0, // this is too fast -#else - kPMTIWait, 350, -#endif // BLADERUNNER_ORIGINAL_BUGS + kPMTIWait, 0, // this results in shooting too fast - TODO maybe introduce a small wait here (50 or 150) kPMTIShoot, 27, 33, kPMTIMove, 24, kPMTIWait, 1000, @@ -425,7 +407,7 @@ static const int *getPoliceMazePS11TrackData17() { // Special (kItemPS11Target9 return trackData; } -static const int *getPoliceMazePS11TrackData18() { // Special (kItemPS11Target10, kItemPS11Target11) - Innocent x1???, then Enemy x2 +static const int *getPoliceMazePS11TrackData18() { // Special (kItemPS11Target10, kItemPS11Target11) - Rotating reveal and Enemy x2 static int trackData[] = { kPMTIActivate, kVariablePoliceMazePS11TargetCounter, kPoliceMazePS11TargetCount, kPMTIVariableInc, kVariablePoliceMazePS11TargetCounter, kPoliceMazePS11TargetCount, @@ -450,15 +432,14 @@ static const int *getPoliceMazePS11TrackData18() { // Special (kItemPS11Target1 kPMTIMove, 5, kPMTIPlaySound, 19, 33, #if BLADERUNNER_ORIGINAL_BUGS - kPMTIPlaySound, 3, 33, // FEMHURT1 + kPMTIPlaySound, 3, 33, // FEMHURT1 - Wrong sound #endif // BLADERUNNER_ORIGINAL_BUGS kPMTIWait, 1000, #if BLADERUNNER_ORIGINAL_BUGS - kPMTILeave, // TODO MAZE A bug? intended? Is this target not revealed yet? Credit for "first" innocent (special)? + kPMTILeave, // bug: Leave does not fit here since the target does not actually "escape" (nor is innocent) #endif // BLADERUNNER_ORIGINAL_BUGS kPMTIRotate, 700, 80, - kPMTIPlaySound, 495, 33, // ASDF REVEAL BELL - kPMTIEnemySet, kItemPS11Target10, // Now the target is an enemy. (special) Rotate reveal? + kPMTIEnemySet, kItemPS11Target10, // Now the target is an enemy. (special) Rotate reveal #if BLADERUNNER_ORIGINAL_BUGS #else kPMTIEnemySet, kItemPS11Target11, // both targets should set their enemy flag here @@ -481,17 +462,15 @@ static const int *getPoliceMazePS11TrackData18() { // Special (kItemPS11Target1 return trackData; } -static const int *getPoliceMazePS11TrackData19() { // Enemy (kItemPS11Target10, kItemPS11Target11) +static const int *getPoliceMazePS11TrackData19() { // Special (kItemPS11Target10, kItemPS11Target11) - becomes an Enemy again static int trackData[] = { kPMTIFacing, 512, kPMTIPosition, 0, kPMTIEnemySet, kItemPS11Target11, // [redundant after bug fix] kPMTIMove, 8, kPMTIWait, 4000, -#if BLADERUNNER_ORIGINAL_BUGS - kPMTITargetSet, kItemPS11Target11, 1, // TODO MAZE A bug? intended? Now the target is reset as new enemy again (special) - kPMTIEnemySet, kItemPS11Target11, -#endif // BLADERUNNER_ORIGINAL_BUGS + kPMTITargetSet, kItemPS11Target11, 1, // intended: special: "second" enemy (re-using the target of the track) + kPMTIEnemySet, kItemPS11Target11, // intended: special: "second" enemy (re-using the target of the track) kPMTIMove, 2, kPMTIPlaySound, 32, 33, kPMTIWait, 1000, @@ -869,7 +848,8 @@ bool SceneScriptPS11::ClickedOnExit(int exitId) { if (!Loop_Actor_Walk_To_Waypoint(kActorMcCoy, 8, 12, true, false)) { Game_Flag_Set(kFlagPS11toPS12); removeTargets(); - Global_Variable_Decrement(kVariablePoliceMazeScore, kPoliceMazePS11TargetCount - Global_Variable_Query(kVariablePoliceMazePS11TargetCounter)); +// Global_Variable_Decrement(kVariablePoliceMazeScore, kPoliceMazePS11TargetCount - Global_Variable_Query(kVariablePoliceMazePS11TargetCounter)); + Police_Maze_Decrement_Score(kPoliceMazePS11TargetCount - Global_Variable_Query(kVariablePoliceMazePS11TargetCounter)); Global_Variable_Set(kVariablePoliceMazePS11TargetCounter, kPoliceMazePS11TargetCount); Set_Enter(kSetPS10_PS11_PS12_PS13, kScenePS12); } |