/* 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #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(1); 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) { 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) { 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, 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) && !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); 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); Actor_Says(kActorMcCoy, 5885, 9); 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); 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 ) { 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