scummvm/engines/bladerunner/script/scene/ma06.cpp
2019-06-28 15:30:44 +03:00

301 lines
10 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"
#include "common/debug.h"
namespace BladeRunner {
// Appears that names for "open" and "close" are switched
enum kMA06Loops {
kMA06LoopDoorOpen = 0,
kMA06LoopMainLoop = 1,
kMA06LoopDoorClose = 3
};
void SceneScriptMA06::InitializeScene() {
Setup_Scene_Information(40.0f, 1.0f, -20.0f, 400);
#if BLADERUNNER_ORIGINAL_BUGS
#else
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
#endif // BLADERUNNER_ORIGINAL_BUGS
Ambient_Sounds_Add_Looping_Sound(kSfxELEAMB3, 50, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxAPRTFAN1, 33, 0, 1);
Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kMA06LoopDoorOpen, false);
Scene_Loop_Set_Default(kMA06LoopMainLoop);
Sound_Play(kSfxELDOORC1, 100, 50, 50, 100);
}
void SceneScriptMA06::SceneLoaded() {
Obstacle_Object("PANEL", true);
Clickable_Object("PANEL");
#if BLADERUNNER_ORIGINAL_BUGS
#else
Unclickable_Object("PANEL");
#endif // BLADERUNNER_ORIGINAL_BUGS
if (_vm->_cutContent) {
if (Actor_Query_Goal_Number(kActorRachael) == kGoalRachaelShouldBeInElevatorMcCoysAct3) {
// Put Rachael in set for her first cut scene (Act 3) when it plays out in the elevator
Actor_Put_In_Set(kActorRachael, kSetMA06);
Actor_Set_At_XYZ(kActorRachael, 30.15f, 0.0f, 45.16f, 350);
Actor_Set_Goal_Number(kActorRachael, kGoalRachaelIsInsideMcCoysElevatorAct3);
} else if (Actor_Query_Goal_Number(kActorRachael) == kGoalRachaelAtEndOfAct3IfMetWithMcCoy
&& Game_Flag_Query(kFlagMA02RajifTalk)) {
// Put Rachael in set for her second cut scene (Act 4)
Actor_Put_In_Set(kActorRachael, kSetMA06);
Actor_Set_At_XYZ(kActorRachael, 30.15f, 0.0f, 50.16f, 170); // different rotation and slightly different placement
Actor_Set_Goal_Number(kActorRachael, kGoalRachaelIsInsideMcCoysElevatorAct4);
}
}
Player_Loses_Control();
}
bool SceneScriptMA06::MouseClick(int x, int y) {
return false;
}
bool SceneScriptMA06::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptMA06::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptMA06::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptMA06::ClickedOnExit(int exitId) {
return false;
}
bool SceneScriptMA06::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptMA06::SceneFrameAdvanced(int frame) {
}
void SceneScriptMA06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptMA06::PlayerWalkedIn() {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 40.0f, 1.35f, 0.0f, 0, false, false, false);
Actor_Face_Object(kActorMcCoy, "panel", true);
Delay(500);
bool normalElevatorBusiness = true;
if (_vm->_cutContent) {
//
// McCoy + Rachael meetings
//
if ((Game_Flag_Query(kFlagMA07toMA06) || Game_Flag_Query(kFlagMA01toMA06))
&& Actor_Query_Goal_Number(kActorRachael) == kGoalRachaelIsInsideMcCoysElevatorAct3
) {
normalElevatorBusiness = false;
// Act 3 Deleted scene (can happen within the elevator or outside the building)
// Skip floor panel selection - force go to MCCOY 88F
Game_Flag_Reset(kFlagMA06toMA01);
Game_Flag_Reset(kFlagMA06ToMA02);
Game_Flag_Reset(kFlagMA06toMA07);
Ambient_Sounds_Adjust_Looping_Sound(kSfxELEAMB3, 10, 0, 1);
Ambient_Sounds_Adjust_Looping_Sound(kSfxAPRTFAN1, 10, 0, 1);
Actor_Says(kActorAnsweringMachine, 80, 3); // your floor number please
Actor_Says(kActorMcCoy, 2940, 18); // McCoy: McCoy 88F
Game_Flag_Set(kFlagMA06ToMA02); // to McCoy's Apartment
Actor_Says(kActorAnsweringMachine, 90, 3); // 88 thank you
Actor_Face_Actor(kActorMcCoy, kActorRachael, true);
Actor_Says(kActorMcCoy, 2710, 14); // Excuse me
Actor_Says(kActorMcCoy, 2730, 12); // RachaelRight
AI_Movement_Track_Pause(kActorRachael);
Actor_Set_Goal_Number(kActorRachael, kGoalRachaelIsInsideElevatorStartTalkAct3);
Game_Flag_Reset(kFlagMA01toMA06);
Game_Flag_Reset(kFlagMA02toMA06);
Game_Flag_Reset(kFlagMA07toMA06);
Ambient_Sounds_Adjust_Looping_Sound(kSfxSPINUP1, 0, 0, 1);
Ambient_Sounds_Adjust_Looping_Sound(kSfxAPRTFAN1, 0, 0, 1);
Ambient_Sounds_Adjust_Looping_Sound(kSfxELEAMB3, 0, 0, 1);
Ambient_Sounds_Remove_Looping_Sound(kSfxSPINUP1, 1); // stop elev moving sound
Ambient_Sounds_Remove_Looping_Sound(kSfxAPRTFAN1, 1); // stop other ambient
Ambient_Sounds_Remove_Looping_Sound(kSfxELEAMB3, 1); // stop other ambient
Actor_Says_With_Pause(kActorRachael, 300, 1.0, 14); // GoodbyeMcCoy
Actor_Says(kActorRachael, 310, 14); // Isnt ThisYourFloor --
Actor_Says(kActorMcCoy, 2860, 14); // YouTakeCareOfYoursel
Set_Enter(kSetMA02_MA04, kSceneMA02);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA06LoopDoorClose, true);
Sound_Play(kSfxELDOORO2, 100, 50, 50, 50);
} else if (Game_Flag_Query(kFlagMA02toMA06)
&& Actor_Query_Goal_Number(kActorRachael) == kGoalRachaelIsInsideMcCoysElevatorAct4
) {
normalElevatorBusiness = false;
// Act 4 deleted scene case with Rachael
//
// TODO fix animations - Do an Optimization pass
// TODO Test - Skip panel selection but actually set the target floor and "MOVE elevator" to LOBBY (Floor > 1)
//
Game_Flag_Reset(kFlagMA06toMA01);
Game_Flag_Reset(kFlagMA06ToMA02);
Game_Flag_Reset(kFlagMA06toMA07);
Ambient_Sounds_Adjust_Looping_Sound(kSfxELEAMB3, 10, 0, 1);
Ambient_Sounds_Adjust_Looping_Sound(kSfxAPRTFAN1, 10, 0, 1);
Actor_Says(kActorAnsweringMachine, 80, 3); // your floor number please
Actor_Set_Goal_Number(kActorRachael, kGoalRachaelIsInsideElevatorStartTalkAct4);
//
Delay(500);
Game_Flag_Reset(kFlagMA01toMA06);
Game_Flag_Reset(kFlagMA02toMA06);
Game_Flag_Reset(kFlagMA07toMA06);
Ambient_Sounds_Adjust_Looping_Sound(kSfxSPINUP1, 0, 0, 1);
Ambient_Sounds_Adjust_Looping_Sound(kSfxAPRTFAN1, 0, 0, 1);
Ambient_Sounds_Adjust_Looping_Sound(kSfxELEAMB3, 0, 0, 1);
Ambient_Sounds_Remove_Looping_Sound(kSfxSPINUP1, 1); // stop elev moving sound
Ambient_Sounds_Remove_Looping_Sound(kSfxAPRTFAN1, 1); // stop other ambient
Ambient_Sounds_Remove_Looping_Sound(kSfxELEAMB3, 1); // stop other ambient
// Player_Gains_Control();
Set_Enter(kSetMA07, kSceneMA07);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA06LoopDoorClose, true);
Sound_Play(kSfxELDOORO2, 100, 50, 50, 50);
} else {
// normal elevator business
normalElevatorBusiness = true;
}
} // end of cut content
if (normalElevatorBusiness) {
// normal elevator business
activateElevator();
if (isElevatorOnDifferentFloor()) {
Sound_Play(kSfxSPINUP1, 25, 0, 0, 50);
Delay(4000);
}
Game_Flag_Reset(kFlagMA01toMA06);
Game_Flag_Reset(kFlagMA02toMA06);
Game_Flag_Reset(kFlagMA07toMA06);
if (Game_Flag_Query(kFlagMA06toMA01)) {
Set_Enter(kSetMA01, kSceneMA01);
} else if (Game_Flag_Query(kFlagMA06ToMA02)) {
Set_Enter(kSetMA02_MA04, kSceneMA02);
} else {
Set_Enter(kSetMA07, kSceneMA07);
}
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA06LoopDoorClose, true);
Sound_Play(kSfxELDOORO2, 100, 50, 50, 50);
}
}
void SceneScriptMA06::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Player_Gains_Control();
if (_vm->_cutContent) {
if (Actor_Query_Goal_Number(kActorRachael) == kGoalRachaelIsInsideElevatorStartTalkAct3) {
Actor_Set_Goal_Number(kActorRachael, kGoalRachaelAtEndOfAct3IfMetWithMcCoy);
}
else if (Actor_Query_Goal_Number(kActorRachael) == kGoalRachaelIsInsideElevatorStartTalkAct4) {
Actor_Set_Goal_Number(kActorRachael, kGoalRachaelIsOutsideMcCoysBuildingAct4);
}
}
}
void SceneScriptMA06::DialogueQueueFlushed(int a1) {
}
bool SceneScriptMA06::isElevatorOnDifferentFloor() {
return (Game_Flag_Query(kFlagMA01toMA06) && !Game_Flag_Query(kFlagMA06toMA01))
|| (Game_Flag_Query(kFlagMA02toMA06) && !Game_Flag_Query(kFlagMA06ToMA02))
|| (Game_Flag_Query(kFlagMA07toMA06) && !Game_Flag_Query(kFlagMA06toMA07));
}
void SceneScriptMA06::activateElevator() {
Game_Flag_Reset(kFlagMA06toMA01);
Game_Flag_Reset(kFlagMA06ToMA02);
Game_Flag_Reset(kFlagMA06toMA07);
int floor = 0;
while (true) {
if (Game_Flag_Query(kFlagMA06ToMA02)) {
break;
}
if (Game_Flag_Query(kFlagMA06toMA01)) {
break;
}
if (Game_Flag_Query(kFlagMA06toMA07)) {
break;
}
Actor_Says(kActorAnsweringMachine, 80, kAnimationModeTalk);
Player_Gains_Control();
floor = Elevator_Activate(kElevatorMA);
#if BLADERUNNER_ORIGINAL_BUGS
#else
// Fix for a crash/ freeze bug;
// To reproduce original issue: in Act 4, visit Rajiff, then exit to ground floor. Re-enter elevator and press Alt+F4
if (floor < 0) {
break;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
Player_Loses_Control();
Scene_Loop_Start_Special(kSceneLoopModeOnce, kMA06LoopMainLoop, true);
if (floor > 1) {
Game_Flag_Set(kFlagMA06toMA07);
} else if (floor == 1) {
if (Game_Flag_Query(kFlagSpinnerAtMA01)) {
Game_Flag_Set(kFlagMA06toMA01);
} else {
Sound_Play(kSfxELEBAD1, 100, 0, 0, 50);
Delay(500);
Actor_Says(kActorAnsweringMachine, 610, 3);
}
} else { // floor == 0
Actor_Says(kActorMcCoy, 2940, 18);
if (Global_Variable_Query(kVariableChapter) == 4
&& Game_Flag_Query(kFlagMA02RajifTalk)
) {
Sound_Play(kSfxELEBAD1, 100, 0, 0, 50);
Delay(500);
Actor_Says(kActorAnsweringMachine, 610, kAnimationModeTalk);
Delay(500);
Actor_Says(kActorMcCoy, 8527, kAnimationModeTalk);
} else {
Game_Flag_Set(kFlagMA06ToMA02);
Actor_Says(kActorAnsweringMachine, 90, 3);
}
}
}
}
} // End of namespace BladeRunner