305 lines
11 KiB
C++
305 lines
11 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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enum kDR04Loops {
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kDR04LoopPanFromDR01PostExplosion = 0,
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kDR04LoopMainPostExplosion = 1,
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kDR04LoopPanFromDR01PreExplosion = 3,
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kDR04LoopMainPreExplosion = 4,
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kDR04LoopDR04Explosion = 6
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};
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void SceneScriptDR04::InitializeScene() {
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if (Game_Flag_Query(kFlagDR05ViewExplosion)) {
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Setup_Scene_Information( 0.0f, 0.0f, 0.0f, 0);
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} else if (Game_Flag_Query(kFlagDR01toDR04)) {
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Setup_Scene_Information( -711.0f, -0.04f, 70.0f, 472);
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} else if (Game_Flag_Query(kFlagDR05toDR04)) {
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Setup_Scene_Information(-1067.0f, 7.18f, 421.0f, 125);
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} else if (Game_Flag_Query(kFlagDR06toDR04)) {
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Setup_Scene_Information(-897.75f, 134.45f, 569.75f, 512);
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} else {
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Setup_Scene_Information( -810.0f, -0.04f, 242.0f, 125);
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}
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Scene_Exit_Add_2D_Exit(0, 589, 0, 639, 479, 1);
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Scene_Exit_Add_2D_Exit(1, 443, 264, 488, 353, 0);
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Scene_Exit_Add_2D_Exit(2, 222, 110, 269, 207, 0);
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(0);
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Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 50, 1, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxFIREBD1, 55, -100, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxHUMMER1, 28, -100, 100);
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Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 0, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 20, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 40, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 50, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Sound(kSfxSPIN2A, 40, 180, 16, 25, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSPIN1A, 40, 180, 16, 25, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDR1, 5, 80, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDR2, 5, 80, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDR3, 5, 80, 50, 100, 0, 0, -101, -101, 0, 0);
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if (Game_Flag_Query(kFlagDR05BombExploded)) {
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Scene_Loop_Set_Default(kDR04LoopMainPostExplosion);
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} else {
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Scene_Loop_Set_Default(kDR04LoopMainPreExplosion);
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}
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if (Game_Flag_Query(kFlagDR01toDR04)) {
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if (Game_Flag_Query(kFlagDR05BombExploded)) {
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Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kDR04LoopPanFromDR01PostExplosion, false);
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} else {
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Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kDR04LoopPanFromDR01PreExplosion, false);
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}
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}
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}
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void SceneScriptDR04::SceneLoaded() {
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Obstacle_Object("TRASH CAN WITH FIRE", true);
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Obstacle_Object("V2PYLON02", true);
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Obstacle_Object("V2PYLON04", true);
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Obstacle_Object("U2 CHEWDOOR", true);
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Obstacle_Object("MMTRASHCAN", true);
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Obstacle_Object("PARKMETR02", true);
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Obstacle_Object("TRANSFORMER 01", true);
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Obstacle_Object("TRANSFORMER 02", true);
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Obstacle_Object("PARKMETR01", true);
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Obstacle_Object("Z2ENTRYDR", true);
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Obstacle_Object("Z2DR2", true);
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Unclickable_Object("PARKMETR01");
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Unclickable_Object("Z2ENTRYDR");
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Unclickable_Object("Z2DR2");
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}
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bool SceneScriptDR04::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptDR04::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptDR04::ClickedOnActor(int actorId) {
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if ( actorId == kActorMoraji
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&& !Player_Query_Combat_Mode()
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) {
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if (Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiLayDown) {
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if (!Loop_Actor_Walk_To_Waypoint(kActorMcCoy, 109, 0, true, true)) {
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Actor_Face_Actor(kActorMcCoy, kActorMoraji, true);
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Actor_Says(kActorMcCoy, 945, 13);
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Actor_Says(kActorMoraji, 0, kAnimationModeTalk);
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Actor_Says(kActorMoraji, 10, kAnimationModeTalk);
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Actor_Says(kActorMcCoy, 950, 13);
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Actor_Says(kActorMoraji, 20, kAnimationModeTalk);
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Actor_Says(kActorMoraji, 30, kAnimationModeTalk);
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Actor_Says(kActorMcCoy, 955, 13);
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Actor_Says_With_Pause(kActorMoraji, 40, 0.0f, kAnimationModeTalk);
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Actor_Says(kActorMoraji, 50, kAnimationModeTalk);
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Actor_Clue_Acquire(kActorMcCoy, kClueMorajiInterview, true, kActorMoraji);
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Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiDie);
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Actor_Set_Goal_Number(kActorOfficerGrayford, 101); // Grayford arrives at scene of Moraji corpse
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return true;
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}
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}
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if (Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiDead) {
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if (!Loop_Actor_Walk_To_Actor(kActorMcCoy, kActorMoraji, 36, true, false)) {
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#if BLADERUNNER_ORIGINAL_BUGS
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Actor_Set_Goal_Number(kActorOfficerGrayford, 106);
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#else
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// bugfix: original code would result in this conversation repeating multiple times if:
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// Officer Grayford is at 103 goal (asking "What do you know about this?"...
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// and the player skips the conversation fast.
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// So ask about a sheet (goal 106) for Moraji only when Grayford starts patrolling (104, 105 goals)
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if (Actor_Query_Goal_Number(kActorOfficerGrayford) == 104
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|| Actor_Query_Goal_Number(kActorOfficerGrayford) == 105
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) {
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Actor_Set_Goal_Number(kActorOfficerGrayford, 106); // This goal reverts to the previous one after finishing up
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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return true;
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}
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}
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}
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return false;
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}
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bool SceneScriptDR04::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptDR04::ClickedOnExit(int exitId) {
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if (Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiLayDown) {
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Actor_Force_Stop_Walking(kActorMcCoy);
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Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiDie);
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Actor_Set_Goal_Number(kActorOfficerGrayford, 101);
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return true;
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}
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -761.0f, -0.04f, 97.0f, 0, true, false, 0)) {
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Async_Actor_Walk_To_XYZ(kActorMcCoy, -683.0f, -0.04f, 43.0f, 0, false);
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Game_Flag_Set(kFlagDR04toDR01);
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Set_Enter(kSetDR01_DR02_DR04, kSceneDR01);
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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, -1067.0f, 7.18f, 421.0f, 0, true, false, 0)) {
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Game_Flag_Set(kFlagNotUsed232);
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Game_Flag_Set(kFlagDR04toDR05);
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Set_Enter(kSetDR05, kSceneDR05);
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}
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return true;
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}
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if (exitId == 2) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -851.0f, 6.98f, 560.0f, 0, true, false, 0)) {
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Footstep_Sound_Override_On(3);
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Actor_Set_Immunity_To_Obstacles(kActorMcCoy, true);
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Actor_Face_Heading(kActorMcCoy, 512, false);
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Loop_Actor_Travel_Stairs(kActorMcCoy, 7, true, kAnimationModeIdle);
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -899.0f, 71.64f, 647.0f, 0, false, false, 0);
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Actor_Face_Heading(kActorMcCoy, 0, false);
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Loop_Actor_Travel_Stairs(kActorMcCoy, 7, true, kAnimationModeIdle);
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Actor_Set_Immunity_To_Obstacles(kActorMcCoy, false);
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Footstep_Sound_Override_Off();
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Game_Flag_Set(kFlagDR04toDR06);
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Set_Enter(kSetDR06, kSceneDR06);
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}
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return true;
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}
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return true; //bug?
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}
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bool SceneScriptDR04::ClickedOn2DRegion(int region) {
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return false;
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}
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bool SceneScriptDR04::farEnoughFromExplosion() {
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float x, y, z;
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Actor_Query_XYZ(kActorMcCoy, &x, &y, &z);
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return (x + 1089.94f) * (x + 1089.94f) + (z - 443.49f) * (z - 443.49f) >= (360.0f * 360.0f);
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}
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void SceneScriptDR04::SceneFrameAdvanced(int frame) {
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if (Game_Flag_Query(kFlagDR05ViewExplosion)) {
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Game_Flag_Reset(kFlagDR05ViewExplosion);
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Game_Flag_Reset(kFlagDR05BombWillExplode);
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Scene_Loop_Set_Default(kDR04LoopMainPostExplosion);
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Scene_Loop_Start_Special(kSceneLoopModeOnce, kDR04LoopDR04Explosion, true);
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Music_Stop(4);
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Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiPerished);
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} else {
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if (Game_Flag_Query(kFlagDR05BombWillExplode)) {
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Game_Flag_Reset(kFlagDR05BombWillExplode);
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Game_Flag_Set(kFlagDR05BombExploded);
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Scene_Loop_Set_Default(kDR04LoopMainPostExplosion);
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Scene_Loop_Start_Special(kSceneLoopModeOnce, kDR04LoopDR04Explosion, true);
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Item_Remove_From_World(kItemBomb);
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}
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switch (frame) {
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case 193:
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Sound_Play(kSfxINDXPLOD, 100, 0, 100, 50);
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Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiChooseFate);
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Player_Loses_Control();
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Actor_Force_Stop_Walking(kActorMcCoy);
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if (farEnoughFromExplosion()) {
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if (Player_Query_Combat_Mode()) {
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatHit);
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} else {
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeHit);
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}
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} else {
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Sound_Play_Speech_Line(kActorMcCoy, 9905, 100, 0, 99);
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
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Actor_Retired_Here(kActorMcCoy, 6, 6, true, -1);
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}
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Player_Gains_Control();
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break;
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case 235:
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if (Actor_Query_Goal_Number(kActorMoraji) != kGoalMorajiJump
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&& Actor_Query_Goal_Number(kActorMoraji) != kGoalMorajiLayDown
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&& Actor_Query_Goal_Number(kActorMoraji) != kGoalMorajiPerished
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) {
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Actor_Set_Goal_Number(kActorOfficerGrayford, 101);
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}
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Scene_Exits_Enable();
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break;
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case 237:
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Overlay_Play("DR04OVER", 0, true, true, 0);
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break;
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}
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}
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}
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void SceneScriptDR04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptDR04::PlayerWalkedIn() {
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if (Game_Flag_Query(kFlagDR05ViewExplosion)) {
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Player_Loses_Control();
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Delay(4000);
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Actor_Retired_Here(kActorMcCoy, 6, 6, 1, -1);
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} else {
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if ( Game_Flag_Query(kFlagDR05BombActivated)
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&& !Game_Flag_Query(kFlagDR05BombExploded)
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) {
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Scene_Exits_Disable();
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}
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if (Game_Flag_Query(kFlagDR06toDR04)) {
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Footstep_Sound_Override_On(3);
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Actor_Set_Immunity_To_Obstacles(kActorMcCoy, true);
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Actor_Face_Heading(kActorMcCoy, 512, false);
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Loop_Actor_Travel_Stairs(kActorMcCoy, 7, false, kAnimationModeIdle);
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -851.0f, 71.64f, 647.0f, 0, false, false, 0);
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Actor_Face_Heading(kActorMcCoy, 0, false);
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Loop_Actor_Travel_Stairs(kActorMcCoy, 7, false, kAnimationModeIdle);
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -774.85f, 7.18f, 386.67f, 0, false, false, 0);
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Actor_Set_Immunity_To_Obstacles(kActorMcCoy, false);
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Footstep_Sound_Override_Off();
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}
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}
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Game_Flag_Reset(kFlagDR01toDR04);
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Game_Flag_Reset(kFlagDR05toDR04);
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Game_Flag_Reset(kFlagDR06toDR04);
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}
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void SceneScriptDR04::PlayerWalkedOut() {
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Music_Stop(2);
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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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}
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void SceneScriptDR04::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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