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)
This commit is contained in:
antoniou79 2019-05-08 00:49:15 +03:00
parent 02ac7fbfd3
commit 74936020ec
8 changed files with 189 additions and 42 deletions

View file

@ -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,

View file

@ -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 {

View file

@ -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);

View file

@ -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);

View file

@ -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();

View file

@ -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);

View file

@ -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;

View file

@ -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);