scummvm/engines/bladerunner/script/scene/ps04.cpp
Thanasis Antoniou a663930dd0 BLADERUNNER: Named constants for animationIds P01
Part one of using named constants for model animations
2019-04-20 17:33:39 +03:00

389 lines
15 KiB
C++

/* 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 {
void SceneScriptPS04::InitializeScene() {
AI_Movement_Track_Pause(kActorGuzza);
if (Game_Flag_Query(kFlagPS03toPS04)) {
Game_Flag_Reset(kFlagPS03toPS04);
}
Setup_Scene_Information(-668.0f, -354.0f, 974.0f, 475);
if (Global_Variable_Query(kVariableChapter) == 1) {
Actor_Put_In_Set(kActorGuzza, kSetPS04);
Actor_Set_At_XYZ(kActorGuzza, -728.0f, -354.0f, 1090.0f, 150);
Actor_Change_Animation_Mode(kActorGuzza, 53);
}
Scene_Exit_Add_2D_Exit(0, 347, 113, 469, 302, 0);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(0);
Ambient_Sounds_Add_Looping_Sound(kSfxPSAMB6, 16, 1, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxRTONE3, 50, 1, 1);
Ambient_Sounds_Add_Sound(kSfxSCANNER1, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCANNER2, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCANNER3, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCANNER4, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
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);
}
void SceneScriptPS04::SceneLoaded() {
Obstacle_Object("CHAIR07", true);
Unobstacle_Object("GOOD B.WALL", true);
Unobstacle_Object("B.DOOR", true);
Unobstacle_Object("B.CHAIR01", true);
Unclickable_Object("CHAIR07");
if ( Global_Variable_Query(kVariableChapter) == 2
&& !Actor_Clue_Query(kActorMcCoy, kClueWeaponsOrderForm)
&& !Game_Flag_Query(kFlagPS04WeaponsOrderForm)
) {
Item_Add_To_World(kItemWeaponsOrderForm, kModelAnimationOriginalRequisitionForm, kSetPS04, -643.5f, -318.82f, 1148.87f, 525, 16, 12, false, true, false, true);
Game_Flag_Set(kFlagPS04WeaponsOrderForm);
}
if (Actor_Query_Is_In_Current_Set(kActorGuzza)) {
Actor_Change_Animation_Mode(kActorGuzza, 53);
}
}
bool SceneScriptPS04::MouseClick(int x, int y) {
return false;
}
bool SceneScriptPS04::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptPS04::ClickedOnActor(int actorId) {
if (actorId == kActorGuzza) {
if (!Loop_Actor_Walk_To_Actor(kActorMcCoy, kActorGuzza, 36, true, false)) {
Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
dialogueWithGuzza();
return true;
}
}
return false;
}
bool SceneScriptPS04::ClickedOnItem(int itemId, bool a2) {
if (itemId == kItemWeaponsOrderForm
&& Actor_Query_Is_In_Current_Set(kActorGuzza)
) {
Actor_Says(kActorGuzza, 560, 30);
} else if (!Actor_Clue_Query(kActorMcCoy, kClueWeaponsOrderForm)) {
Item_Remove_From_World(kItemWeaponsOrderForm);
Item_Pickup_Spin_Effect(958, 464, 362);
Actor_Says(kActorMcCoy, 4485, kAnimationModeTalk);
Actor_Clue_Acquire(kActorMcCoy, kClueWeaponsOrderForm, true, kActorMcCoy);
}
return false;
}
bool SceneScriptPS04::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -668.0f, -350.85f, 962.0f, 0, true, false, 0)) {
Game_Flag_Set(kFlagPS04toPS03);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Set_Enter(kSetPS03, kScenePS03);
}
return true;
}
return false;
}
bool SceneScriptPS04::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptPS04::SceneFrameAdvanced(int frame) {
}
void SceneScriptPS04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptPS04::PlayerWalkedIn() {
if (Actor_Query_Which_Set_In(kActorGuzza) == 64) {
Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
}
//return false;
}
void SceneScriptPS04::PlayerWalkedOut() {
AI_Movement_Track_Unpause(kActorGuzza);
}
void SceneScriptPS04::DialogueQueueFlushed(int a1) {
}
void SceneScriptPS04::dialogueWithGuzza() {
Dialogue_Menu_Clear_List();
if (Global_Variable_Query(kVariableChapter) > 1) {
if (Actor_Clue_Query(kActorMcCoy, kClueAttemptedFileAccess)) {
DM_Add_To_List_Never_Repeat_Once_Selected(110, 5, 7, 4); // REQUEST TYRELL MEETING
}
DM_Add_To_List_Never_Repeat_Once_Selected(120, 1, -1, -1); // MONEY
if (Actor_Clue_Query(kActorMcCoy, kClueHoldensBadge)) {
DM_Add_To_List_Never_Repeat_Once_Selected(150, 7, 6, 5); // HOLDEN'S BADGE
}
}
if (Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy)) {
DM_Add_To_List_Never_Repeat_Once_Selected(140, 3, -1, -1); // CONFESS TO SHOOTING
}
DM_Add_To_List(130, 1, 1, 1); // REPORT IN
Dialogue_Menu_Add_DONE_To_List(160); // DONE
Dialogue_Menu_Appear(320, 240);
int answer = Dialogue_Menu_Query_Input();
Dialogue_Menu_Disappear();
switch (answer) {
case 110: // REQUEST TYRELL MEETING
Actor_Says(kActorMcCoy, 3990, 19);
Actor_Says(kActorMcCoy, 3995, 17);
Actor_Says(kActorGuzza, 440, 31);
Actor_Says(kActorMcCoy, 4035, 13);
Actor_Says(kActorGuzza, 450, 34);
Actor_Says(kActorGuzza, 460, 33);
Actor_Says(kActorMcCoy, 4040, 17);
Game_Flag_Set(kFlagTB07TyrellMeeting);
break;
case 120: // MONEY
Actor_Says(kActorMcCoy, 4000, 18);
#if BLADERUNNER_RESTORED_CUT_CONTENT
// Using cut content we have two cases:
// 1. Guzza can accept the loan (as in ORIGINAL)
// 2. Guzza can refuse the loan (CUT)
// Basically, if McCoy hasn't retired Zuben or if he drunk away his money at the bar
// then he'll have a small amount of chinyen and Guzza should accept the loan
if (Global_Variable_Query(kVariableChinyen) <= 100) {
Actor_Clue_Acquire(kActorMcCoy, kClueGuzzasCash, true, kActorGuzza);
Actor_Says(kActorGuzza, 520, 33);
Actor_Says(kActorMcCoy, 4055, 13);
Actor_Says(kActorGuzza, 530, 31);
Actor_Says(kActorMcCoy, 4060, 13);
Actor_Says(kActorGuzza, 540, 31);
Actor_Says(kActorGuzza, 550, 32);
Actor_Says(kActorMcCoy, 4065, 18);
Actor_Says(kActorGuzza, 560, 34);
if (Query_Difficulty_Level() != kGameDifficultyEasy) {
Global_Variable_Increment(kVariableChinyen, 100);
}
} else {
// McCoy has plenty cash already - Guzza denies the loan
Actor_Says(kActorGuzza, 470, 33); // Hey, I'd love to be your own personal ATM but the department's strapped right now.
Actor_Says(kActorGuzza, 480, 31);
Actor_Says(kActorGuzza, 490, 31);
Actor_Says(kActorGuzza, 500, 32);
Actor_Says(kActorMcCoy, 4045, 16);
Actor_Says(kActorGuzza, 510, 31); // Hey, you track down a Rep, you get an advance.
Actor_Says(kActorMcCoy, 4050, 18);
}
#else
Actor_Clue_Acquire(kActorMcCoy, kClueGuzzasCash, true, kActorGuzza);
Actor_Says(kActorGuzza, 520, 33);
Actor_Says(kActorMcCoy, 4055, 13);
Actor_Says(kActorGuzza, 530, 31);
Actor_Says(kActorMcCoy, 4060, 13);
Actor_Says(kActorGuzza, 540, 31);
Actor_Says(kActorGuzza, 550, 32);
Actor_Says(kActorMcCoy, 4065, 18);
Actor_Says(kActorGuzza, 560, 34);
if (Query_Difficulty_Level() != kGameDifficultyEasy) {
Global_Variable_Increment(kVariableChinyen, 100);
}
#endif // BLADERUNNER_RESTORED_CUT_CONTENT
break;
case 130: // REPORT IN
if ( Game_Flag_Query(kFlagZubenRetired)
&& !Game_Flag_Query(kFlagPS04GuzzaTalkZubenRetired)
) {
Actor_Says(kActorMcCoy, 3920, 13);
Actor_Says(kActorGuzza, 140, 30);
Actor_Face_Current_Camera(kActorGuzza, true);
Actor_Says(kActorGuzza, 150, 31);
Actor_Says(kActorGuzza, 160, 32);
Actor_Says(kActorMcCoy, 3925, 18);
Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
Actor_Says(kActorGuzza, 170, 33);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -716.0f, -354.85f, 1042.0f, 0, false, false, 0);
Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
Actor_Says(kActorMcCoy, 3930, 13);
Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Says(kActorGuzza, 180, 34); // But I'm proud of you McCoy. Why don't you take the rest of the day off?
Actor_Says(kActorMcCoy, 3935, 13); // Thanks.
#else
if (Global_Variable_Query(kVariableChapter) == 1) { // only play this dialogue (about day off) on day one. It doesn't fit in the next days
Actor_Says(kActorGuzza, 180, 34); // But I'm proud of you McCoy. Why don't you take the rest of the day off?
Actor_Says(kActorMcCoy, 3935, 13); // Thanks.
}
#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Says(kActorGuzza, 190, 30);
Actor_Says(kActorMcCoy, 3940, 16);
Actor_Says(kActorGuzza, 200, 31);
Actor_Says(kActorGuzza, 210, 33);
Actor_Says(kActorGuzza, 220, 34);
Actor_Says(kActorMcCoy, 3945, 17);
Actor_Says(kActorGuzza, 230, 32);
Actor_Says(kActorGuzza, 240, 31);
Actor_Says(kActorMcCoy, 3950, 13);
Actor_Says(kActorGuzza, 250, 34);
Actor_Says(kActorGuzza, 260, 33);
Actor_Says(kActorGuzza, 270, 32);
Game_Flag_Set(kFlagPS04GuzzaTalkZubenRetired);
#if BLADERUNNER_ORIGINAL_BUGS
if (Query_Difficulty_Level() != kGameDifficultyEasy) {
Global_Variable_Increment(kVariableChinyen, 200);
}
Game_Flag_Set(kFlagZubenBountyPaid);
#else
if (!Game_Flag_Query(kFlagZubenBountyPaid)) { // get retirement money only if haven't been auto-paid at end of Day 1 (sleep trigger)
if (Query_Difficulty_Level() != kGameDifficultyEasy) {
Global_Variable_Increment(kVariableChinyen, 200);
}
Game_Flag_Set(kFlagZubenBountyPaid); // not a proper bug, but was missing from original code, so the flag would remain in non-consistent state in this case
}
#endif // BLADERUNNER_ORIGINAL_BUGS
} else if ( Game_Flag_Query(kFlagZubenSpared)
&& !Game_Flag_Query(kFlagPS04GuzzaTalkZubenEscaped)
) {
Actor_Says(kActorMcCoy, 3955, 13);
Actor_Says(kActorGuzza, 280, 30);
Actor_Says(kActorMcCoy, 3960, 18);
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Says(kActorGuzza, 290, 32); // Don't push it kid. You look like you're beat anyway.
Actor_Says(kActorGuzza, 300, 31); // Why don't you rest them dogs the rest of the day.
Actor_Says(kActorMcCoy, 3965, 13); // I still got plenty energy.
Actor_Says(kActorGuzza, 310, 33); // That's an order McCoy.
Actor_Says(kActorGuzza, 320, 34); // I'm ordering you to relax.
#else
if (Global_Variable_Query(kVariableChapter) == 1) { // only play this dialogue (about day off) on day one. It doesn't fit in the next days
Actor_Says(kActorGuzza, 290, 32); // Don't push it kid. You look like you're beat anyway.
Actor_Says(kActorGuzza, 300, 31); // Why don't you rest them dogs the rest of the day.
Actor_Says(kActorMcCoy, 3965, 13); // I still got plenty energy.
Actor_Says(kActorGuzza, 310, 33); // That's an order McCoy.
Actor_Says(kActorGuzza, 320, 34); // I'm ordering you to relax.
}
#endif // BLADERUNNER_ORIGINAL_BUGS
Game_Flag_Set(kFlagPS04GuzzaTalkZubenEscaped);
} else if (
( Actor_Clue_Query(kActorMcCoy, kClueChopstickWrapper)
|| Actor_Clue_Query(kActorMcCoy, kClueSushiMenu)
)
&& Actor_Clue_Query(kActorMcCoy, kClueRunciterInterviewA)
&& Actor_Query_Friendliness_To_Other(kActorGuzza, kActorMcCoy) < 50
&& !Game_Flag_Query(kFlagPS04GuzzaTalk1)
) {
Actor_Says(kActorMcCoy, 3970, 18);
Actor_Says(kActorGuzza, 330, 30);
Actor_Says(kActorGuzza, 340, 32);
Actor_Says(kActorMcCoy, 3975, 13);
Actor_Says(kActorGuzza, 350, 31);
Actor_Says(kActorGuzza, 360, 34);
Actor_Says(kActorMcCoy, 3980, 13);
Actor_Says(kActorGuzza, 370, 33);
Actor_Says(kActorGuzza, 380, 32);
Actor_Says(kActorGuzza, 390, 31);
Actor_Says(kActorMcCoy, 3985, 18);
Actor_Says(kActorGuzza, 400, 34);
Actor_Says(kActorGuzza, 410, 31);
Game_Flag_Set(kFlagPS04GuzzaTalk1);
} else if (
( Actor_Clue_Query(kActorMcCoy, kClueChopstickWrapper)
|| Actor_Clue_Query(kActorMcCoy, kClueSushiMenu)
)
&& Actor_Clue_Query(kActorMcCoy, kClueRunciterInterviewA)
&& !Game_Flag_Query(kFlagPS04GuzzaTalk2)
) {
Actor_Says(kActorMcCoy, 3920, 13);
Actor_Says(kActorGuzza, 570, 32);
Actor_Says(kActorMcCoy, 4070, 13);
Game_Flag_Set(kFlagPS04GuzzaTalk2);
} else if (Actor_Query_Friendliness_To_Other(kActorGuzza, kActorMcCoy) >= 50) {
Actor_Says(kActorMcCoy, 4020, 13);
Actor_Says(kActorGuzza, 580, 34);
Actor_Says(kActorMcCoy, 4075, 16);
Actor_Says(kActorGuzza, 590, 33);
} else {
Actor_Says(kActorMcCoy, 4020, 18);
Actor_Says(kActorGuzza, 130, 30);
Actor_Face_Current_Camera(kActorGuzza, true);
Actor_Says(kActorMcCoy, 3915, 13);
}
break;
case 140: // CONFESS TO SHOOTING
Actor_Says(kActorMcCoy, 4010, 12);
Actor_Says(kActorGuzza, 600, 31);
Actor_Says(kActorMcCoy, 4080, 18);
Actor_Says(kActorGuzza, 610, 33);
Actor_Face_Heading(kActorGuzza, 400, false);
Actor_Says(kActorGuzza, 620, 32);
Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
Actor_Says(kActorGuzza, 700, 34);
Actor_Says(kActorMcCoy, 4100, 13);
Actor_Says(kActorGuzza, 710, 31);
Actor_Says(kActorGuzza, 720, 34);
Actor_Says(kActorMcCoy, 4105, 18);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -668.0f, -350.85f, 962.0f, 0, false, false, 0);
Actor_Says(kActorGuzza, 730, 32);
Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -716.0f, -354.85f, 1042.0f, 0, false, false, 0);
Actor_Face_Actor(kActorGuzza, kActorMcCoy, true);
Actor_Says(kActorGuzza, 740, 31);
Actor_Says(kActorGuzza, 750, 32);
Actor_Says(kActorGuzza, 760, 33);
Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
Actor_Says(kActorMcCoy, 4110, 13);
Actor_Says(kActorGuzza, 770, 32);
Actor_Says(kActorGuzza, 780, 31);
break;
case 150: // HOLDEN'S BADGE
Actor_Says(kActorMcCoy, 4015, 16);
Actor_Says(kActorGuzza, 630, 34);
Actor_Says(kActorMcCoy, 4085, 19);
Actor_Says(kActorMcCoy, 4090, 18);
Actor_Says(kActorGuzza, 640, 31);
Actor_Says(kActorGuzza, 650, 32);
Actor_Says(kActorGuzza, 670, 34);
Actor_Says(kActorMcCoy, 4095, 17);
Actor_Says(kActorGuzza, 680, 32);
Actor_Says(kActorGuzza, 690, 31);
break;
case 160: // DONE
// nothing here
break;
}
}
} // End of namespace BladeRunner