scummvm/engines/bladerunner/script/scene/ug02.cpp
Thanasis Antoniou 074baf9b26 BLADERUNNER: Use booleans in walk functions
And a few more (not all yet) methods that had 1, 0 instead of true, false
2019-05-09 15:15:33 +03:00

285 lines
11 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 SceneScriptUG02::InitializeScene() {
if (Game_Flag_Query(kFlagHC03toUG02)) {
Setup_Scene_Information(-313.0f, 155.73f, -128.0f, 556);
} else {
Setup_Scene_Information( -95.0f, 74.78f, -503.0f, 556);
}
Scene_Exit_Add_2D_Exit(0, 529, 130, 607, 277, 0);
Scene_Exit_Add_2D_Exit(1, 305, 36, 335, 192, 0);
Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 43, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxUGBED2, 43, 0, 1);
Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 37, 100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 37, 100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSPNBEEP9, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSPNBEEP2, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSPNBEEP3, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSPNBEEP4, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSPNBEEP5, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSPNBEEP6, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSPNBEEP7, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSPNBEEP8, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCANNER1, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCANNER2, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCANNER3, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCANNER4, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCANNER5, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCANNER6, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCANNER7, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0);
}
void SceneScriptUG02::SceneLoaded() {
Unobstacle_Object("BOX BACKROOM 2", true);
Unobstacle_Object("BACK_ROOM HALFWALL_", true);
Unobstacle_Object("GUN_4", true);
Obstacle_Object("GUN_1", true);
Unobstacle_Object("WALL_LEFT", true);
Unobstacle_Object("BOX BY STAIRS 1", true);
Unobstacle_Object("TANK", true);
Unobstacle_Object("DESK_DRUM", true);
Clickable_Object("GUN_1");
Clickable_Object("GUN_2");
Clickable_Object("CRATE_3");
Footstep_Sounds_Set(0, 0);
Footstep_Sounds_Set(8, 2);
if (!Game_Flag_Query(kFlagUG02RagiationGooglesTaken)
&& Game_Flag_Query(kFlagIzoIsReplicant)
) {
Item_Add_To_World(kItemRadiationGoogles, kModelAnimationRadiationGoggles, kSetUG02, -300.37f, 120.16f, -81.31f, 0, 8, 8, false, true, false, true);
}
}
bool SceneScriptUG02::MouseClick(int x, int y) {
if (Game_Flag_Query(kFlagUG02Interactive)) {
return false;
}
if (Region_Check(0, 0, 245, 285)
|| Region_Check(0, 0, 350, 257)
) {
return true;
}
if ( Region_Check(81, 224, 639, 479)
&& !Game_Flag_Query(kFlagUG02FromUG01)
) {
Game_Flag_Set(kFlagUG02Interactive);
walkToCenter();
Game_Flag_Reset(kFlagUG02Interactive);
return true;
}
return false;
}
bool SceneScriptUG02::ClickedOn3DObject(const char *objectName, bool a2) {
if (Object_Query_Click("GUN_1", objectName)
|| Object_Query_Click("GUN_2", objectName)
|| Object_Query_Click("CRATE_3", objectName)
) {
Actor_Face_Object(kActorMcCoy, "GUN_1", true);
if (!Game_Flag_Query(kFlagUG02WeaponsChecked)
&& Global_Variable_Query(kVariableChapter) < 4
) {
Actor_Voice_Over(2430, kActorVoiceOver);
Actor_Voice_Over(2440, kActorVoiceOver);
Actor_Voice_Over(2450, kActorVoiceOver);
Actor_Voice_Over(2460, kActorVoiceOver);
Game_Flag_Set(kFlagUG02WeaponsChecked);
Actor_Clue_Acquire(kActorMcCoy, kClueWeaponsCache, true, -1);
return true;
}
if (Global_Variable_Query(kVariableChapter) > 3) {
if ( Actor_Clue_Query(kActorMcCoy, kClueWeaponsCache)
&& !Actor_Clue_Query(kActorMcCoy, kClueIzosStashRaided)
) {
Actor_Voice_Over(2470, kActorVoiceOver);
Actor_Voice_Over(2480, kActorVoiceOver);
Actor_Voice_Over(2490, kActorVoiceOver);
Actor_Voice_Over(2500, kActorVoiceOver);
Actor_Clue_Acquire(kActorMcCoy, kClueIzosStashRaided, true, -1);
} else if (!Actor_Clue_Query(kActorMcCoy, kClueWeaponsCache)) {
Actor_Voice_Over(2510, kActorVoiceOver);
Actor_Voice_Over(2520, kActorVoiceOver);
#if BLADERUNNER_ORIGINAL_BUGS
Actor_Voice_Over(2530, kActorVoiceOver); // But there was no way to tell what was missing without Izo standing there checking his inventory.
#else
// This voice over says that Izo is there in Chapter 4 checking out his weapon's cache
// This does not happen in the original game (Izo being there) although this case can be triggered
// TODO Restore this quote ONLY IF we restore the related cut-content so that Izo may appear here in Chapter 4.
//Actor_Voice_Over(2530, kActorVoiceOver); // But there was no way to tell what was missing without Izo standing there checking his inventory.
#endif // BLADERUNNER_ORIGINAL_BUGS
} else if (!Game_Flag_Query(kFlagUG02AmmoTaken)) {
Item_Pickup_Spin_Effect(kModelAnimationAmmoType02, 360, 440);
Actor_Says(kActorMcCoy, 8525, 14);
Give_McCoy_Ammo(2, 18);
Game_Flag_Set(kFlagUG02AmmoTaken);
} else {
Actor_Says(kActorMcCoy, 8580, 14);
}
return true;
}
Actor_Says(kActorMcCoy, 8580, 14);
}
return false;
}
bool SceneScriptUG02::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptUG02::ClickedOnItem(int itemId, bool a2) {
if (itemId == kItemRadiationGoogles) {
Actor_Face_Item(kActorMcCoy, kItemRadiationGoogles, true);
Actor_Clue_Acquire(kActorMcCoy, kClueRadiationGoggles, true, -1);
Game_Flag_Set(kFlagUG02RagiationGooglesTaken);
Item_Remove_From_World(kItemRadiationGoogles);
Item_Pickup_Spin_Effect(kModelAnimationRadiationGoggles, 426, 316);
return true;
}
return false;
}
bool SceneScriptUG02::ClickedOnExit(int exitId) {
if (exitId == 0) {
if ( Game_Flag_Query(kFlagUG02FromUG01)
|| !walkToCenter()
) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -202.0f, 120.16f, -74.0f, 0, true, Player_Query_Combat_Mode(), false)) {
Actor_Face_Heading(kActorMcCoy, 270, false);
Footstep_Sound_Override_On(2);
Loop_Actor_Travel_Stairs(kActorMcCoy, 4, false, kAnimationModeIdle);
Footstep_Sound_Override_Off();
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -96.57f, 74.87f, -271.28f, 0, false, Player_Query_Combat_Mode(), false);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -95.0f, 74.87f, -503.0f, 0, false, Player_Query_Combat_Mode(), false);
Game_Flag_Set(kFlagUG02toUG01);
Set_Enter(kSetUG01, kSceneUG01);
}
}
return true;
}
if (exitId == 1) {
if (Game_Flag_Query(kFlagUG02FromUG01)) {
if (walkToCenter()) {
return true;
}
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -368.75f, 155.75f, -63.0f, 0, false, false, false);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -340.75f, 155.75f, -119.0f, 0, false, false, false);
}
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -304.75f, 155.75f, -171.0f, 0, false, false, false);
Actor_Face_Heading(kActorMcCoy, 14, false);
Loop_Actor_Travel_Ladder(kActorMcCoy, 9, true, kAnimationModeIdle);
Game_Flag_Set(kFlagUG02toHC03);
Game_Flag_Reset(kFlagMcCoyInUnderground);
Game_Flag_Set(kFlagMcCoyInHawkersCircle);
if (!Game_Flag_Query(kFlagHC03CageOpen)) {
Game_Flag_Set(kFlagHC03TrapDoorOpen);
Game_Flag_Set(kFlagHC03CageOpen);
Item_Remove_From_World(kItemGreenPawnLock);
}
Set_Enter(kSetHC01_HC02_HC03_HC04, kSceneHC03);
return true;
}
return false;
}
bool SceneScriptUG02::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptUG02::SceneFrameAdvanced(int frame) {
//return true;
}
void SceneScriptUG02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptUG02::PlayerWalkedIn() {
if (Game_Flag_Query(kFlagUG01toUG02)) {
Actor_Set_At_XYZ(kActorMcCoy, -106.01f, 84.13f, -228.62f, 575);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -148.0f, 84.13f, -67.0f, 0, false, false, false);
Actor_Face_Heading(kActorMcCoy, 761, false);
Footstep_Sound_Override_On(2);
Loop_Actor_Travel_Stairs(kActorMcCoy, 4, true, kAnimationModeIdle);
Footstep_Sound_Override_Off();
Game_Flag_Reset(kFlagUG01toUG02);
Game_Flag_Set(kFlagUG02FromUG01);
} else if (Game_Flag_Query(kFlagHC03toUG02)) {
Actor_Set_At_XYZ(kActorMcCoy, -304.75f, 265.0f, -171.0f, 0);
Loop_Actor_Travel_Ladder(kActorMcCoy, 9, false, kAnimationModeIdle);
Game_Flag_Reset(kFlagHC03toUG02);
Game_Flag_Reset(kFlagUG02FromUG01);
} else {
Actor_Set_At_XYZ(kActorMcCoy, -269.24f, 120.16f, -9.94f, 477);
Game_Flag_Set(kFlagUG02FromUG01);
}
Game_Flag_Reset(kFlagUG02Interactive);
//return false;
}
void SceneScriptUG02::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
}
void SceneScriptUG02::DialogueQueueFlushed(int a1) {
}
bool SceneScriptUG02::walkToCenter() {
if (!Game_Flag_Query(kFlagUG02FromUG01)) {
int combatMode = Player_Query_Combat_Mode();
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -340.75f, 155.75f, -119.0f, 0, false, combatMode, false);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -368.75f, 155.75f, -63.0f, 0, false, combatMode, false);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -365.0f, 155.65f, -19.0f, 0, false, combatMode, false);
Actor_Face_Heading(kActorMcCoy, 318, false);
Footstep_Sound_Override_On(2);
Loop_Actor_Travel_Stairs(kActorMcCoy, 4, false, kAnimationModeIdle);
Footstep_Sound_Override_Off();
Game_Flag_Set(kFlagUG02FromUG01);
return false;
}
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -312.75f, 120.16f, 1.01f, 0, true, false, false)) {
Actor_Face_Heading(kActorMcCoy, 830, false);
Footstep_Sound_Override_On(2);
Loop_Actor_Travel_Stairs(kActorMcCoy, 4, true, kAnimationModeIdle);
Footstep_Sound_Override_Off();
Game_Flag_Reset(kFlagUG02FromUG01);
return false;
}
return true;
}
} // End of namespace BladeRunner