Use just the existing box 31. Implement a way to override object placement. Remove the item 77 (Holden's badge) completely.
232 lines
7.8 KiB
C++
232 lines
7.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/script/scene_script.h"
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namespace BladeRunner {
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void SceneScriptBB06::InitializeScene() {
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if (Game_Flag_Query(kFlagBB51toBB06a)) {
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Setup_Scene_Information( 76.0f, 0.0f, 79.0f, 622);
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} else if (Game_Flag_Query(kFlagBB51toBB06b)) {
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Setup_Scene_Information( 55.0f, 0.0f, -96.0f, 761);
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} else if (Game_Flag_Query(kFlagBB07toBB06)) {
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Setup_Scene_Information(-115.0f, 0.0f, -103.0f, 375);
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Game_Flag_Reset(kFlagBB07toBB06);
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} else {
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Setup_Scene_Information( -37.0f, 0.0f, 178.0f, 0);
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}
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Scene_Exit_Add_2D_Exit(0, 0, 43, 14, 478, 3);
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Scene_Exit_Add_2D_Exit(1, 425, 0, 639, 361, 0);
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Scene_Exit_Add_2D_Exit(3, 195, 164, 239, 280, 3);
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Ambient_Sounds_Add_Looping_Sound(103, 28, 0, 1);
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Ambient_Sounds_Add_Sound(303, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(304, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(443, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(444, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(445, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(446, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(305, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(306, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(307, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(308, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(309, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(310, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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if (Game_Flag_Query(kFlagBB51toBB06a)
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|| Game_Flag_Query(kFlagBB51toBB06b)
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) {
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Scene_Loop_Start_Special(kSceneLoopModeLoseControl, 0, false);
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Scene_Loop_Set_Default(1);
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Game_Flag_Reset(kFlagBB51toBB06a);
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Game_Flag_Reset(kFlagBB51toBB06b);
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} else {
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Scene_Loop_Set_Default(1);
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#if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix
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#else
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// bugfix: case of not transitioning from BB51: chess/ egg boiler sub-space
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if (Game_Flag_Query(kFlagBB06AndroidDestroyed)) {
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Overlay_Play("BB06OVER", 1, false, false, 0);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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#if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix
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if (Game_Flag_Query(kFlagBB06AndroidDestroyed)) {
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Overlay_Play("BB06OVER", 1, true, false, 0); // Original bug: it is playing while the background is still panning so it looks pretty weird
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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void SceneScriptBB06::SceneLoaded() {
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Obstacle_Object("V2CHESSTBL01", true);
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Clickable_Object("BOX31");
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#if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix
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// This Item_Add_To_World call is only ok for the transition from BB51 to BB06,
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// otherwise the doll item is not placed in the current set
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Item_Add_To_World(kItemBB06ControlBox, 931, kSetBB06_BB07, -127.0f, 68.42f, 57.0f, 0, 8, 8, true, true, false, true);
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#else
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if (!Game_Flag_Query(kFlagBB06AndroidDestroyed)) {
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Combat_Target_Object("BOX31"); //
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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bool SceneScriptBB06::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptBB06::ClickedOn3DObject(const char *objectName, bool a2) {
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if (Object_Query_Click("BOX31", objectName)) {
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#if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix
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if (!Loop_Actor_Walk_To_Scene_Object(kActorMcCoy, "BOX31", 24, true, false)) {
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Actor_Face_Object(kActorMcCoy, "BOX31", true);
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if (Game_Flag_Query(kFlagBB06AndroidDestroyed)) {
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Actor_Voice_Over(60, kActorVoiceOver);
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Actor_Voice_Over(70, kActorVoiceOver);
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} else {
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Actor_Voice_Over(50, kActorVoiceOver);
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}
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}
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#else
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if (Player_Query_Combat_Mode()) {
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Overlay_Play("BB06OVER", 0, false, true, 0); // explosion - don't loop
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Game_Flag_Set(kFlagBB06AndroidDestroyed);
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Un_Combat_Target_Object("BOX31");
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return true;
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} else {
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if (!Loop_Actor_Walk_To_Scene_Object(kActorMcCoy, "BOX31", 24, true, false)) {
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Actor_Face_Object(kActorMcCoy, "BOX31", true);
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if (Game_Flag_Query(kFlagBB06AndroidDestroyed)) {
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Actor_Voice_Over(60, kActorVoiceOver);
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Actor_Voice_Over(70, kActorVoiceOver);
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} else {
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Actor_Voice_Over(50, kActorVoiceOver);
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}
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}
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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return false;
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}
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bool SceneScriptBB06::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptBB06::ClickedOnItem(int itemId, bool a2) {
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#if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix
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if (itemId == kItemBB06ControlBox) {
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if (Player_Query_Combat_Mode()) {
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Overlay_Play("BB06OVER", 1, true, true, 0);
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Game_Flag_Set(kFlagBB06AndroidDestroyed);
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Item_Remove_From_World(kItemBB06ControlBox);
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return true;
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}
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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return false;
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}
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bool SceneScriptBB06::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -37.0f, 0.0f, 178.0f, 0, true, false, 0)) {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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Game_Flag_Set(kFlagBB06toBB05);
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Set_Enter(kSetBB05, kSceneBB05);
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}
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return true;
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}
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if (exitId == 1) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 101.0f, 0.0f, -25.0f, 0, true, false, 0)) {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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Game_Flag_Set(kFlagBB06toBB51);
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Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB51);
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}
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return true;
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}
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if (exitId == 3) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -115.0f, 0.0f, -103.0f, 0, true, false, 0)) {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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Game_Flag_Set(kFlagBB06toBB07);
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Set_Enter(kSetBB06_BB07, kSceneBB07);
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}
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return true;
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}
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return false;
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}
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bool SceneScriptBB06::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptBB06::SceneFrameAdvanced(int frame) {
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if (frame == 34) {
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Ambient_Sounds_Play_Sound(447, 40, -50, -50, 10);
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}
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#if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix
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#else
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// last frame of transition is 15, try 13 for better transition - minimize weird effect
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if (frame == 13) { // executed once during transition FROM bb51 (chess sub space)
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if (Game_Flag_Query(kFlagBB06AndroidDestroyed)) {
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Overlay_Play("BB06OVER", 1, false, false, 0);
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}
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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if (frame == 16) {
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Ambient_Sounds_Play_Sound(448, 20, -50, -50, 10);
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}
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if (frame == 20) {
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Ambient_Sounds_Play_Sound(448, 20, -50, -50, 10);
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}
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if (frame == 25) {
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Ambient_Sounds_Play_Sound(448, 20, -50, -50, 10);
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}
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if (frame == 29) {
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Ambient_Sounds_Play_Sound(448, 20, -50, -50, 10);
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}
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}
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void SceneScriptBB06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptBB06::PlayerWalkedIn() {
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if (Game_Flag_Query(kFlagBB05toBB06)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -36.0f, 0.0f, 145.0f, 0, false, false, 0);
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Game_Flag_Reset(kFlagBB05toBB06);
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}
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}
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void SceneScriptBB06::PlayerWalkedOut() {
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}
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void SceneScriptBB06::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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