Initial commit
This commit is contained in:
528
engines/bladerunner/script/scene/ar01.cpp
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528
engines/bladerunner/script/scene/ar01.cpp
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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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 kAR01Loops {
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kAR01LoopFromAR02WithSpinner = 0,
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kAR01LoopInshot = 1,
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kAR01LoopMainLoop = 2,
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kAR01LoopDoorAnim = 4,
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kAR01LoopOutshot = 5,
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kAR01LoopFromAR02NoSpinner = 6,
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kAR01LoopMainLoopNoSpinner = 7
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};
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enum kAR01Exits {
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kAR01ExitHC01 = 0,
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kAR01ExitAR02 = 1,
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kAR01ExitSpinner = 2
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};
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void SceneScriptAR01::InitializeScene() {
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if (_vm->_cutContent) {
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Music_Play(kMusicArabLoop, 25, 0, 2, -1, kMusicLoopRepeatRandomStart, 2);
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} else {
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Music_Play(kMusicArabLoop, 25, 0, 2, -1, kMusicLoopRepeat, 2);
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}
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if (Game_Flag_Query(kFlagHC01toAR01)) {
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Setup_Scene_Information(-477.0f, 0.0f, -149.0f, 333);
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} else if (Game_Flag_Query(kFlagAR02toAR01)) {
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Setup_Scene_Information(-182.0f, 0.0f, -551.0f, 518);
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} else {
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Setup_Scene_Information(-152.0f, 0.0f, 332.0f, 545);
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}
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Scene_Exit_Add_2D_Exit(kAR01ExitHC01, 134, 165, 177, 290, 3);
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Scene_Exit_Add_2D_Exit(kAR01ExitAR02, 319, 0, 639, 207, 0);
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if (Game_Flag_Query(kFlagSpinnerAtAR01)) {
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Scene_Exit_Add_2D_Exit(kAR01ExitSpinner, 0, 404, 99, 479, 2);
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}
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Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 50, 1, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxRCAMBR1, 60, 100, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxHCLOOP1, 50, 1, 1);
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Ambient_Sounds_Add_Sound(kSfx67_0480R, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_0540R, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_0560R, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_0870R, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_0900R, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_0940R, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_1070R, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_1080R, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_1160R, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxHCANM8, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxHCANM2, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxHCANM3, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxHCANM4, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxHCANM5, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxHCANM6, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxHCANM7, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxHCANM1, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 0, 10u, 260u, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 20, 10u, 260u, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 40, 10u, 260u, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 50, 10u, 260u, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Sound(kSfxSPIN2B, 10, 180, 16, 25, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSPIN3A, 10, 180, 16, 25, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER2, 10, 180, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER3, 10, 180, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER4, 10, 180, 50, 100, 0, 0, -101, -101, 0, 0);
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if ( Game_Flag_Query(kFlagSpinnerAtAR01)
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&& !Game_Flag_Query(kFlagAR02toAR01)
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&& !Game_Flag_Query(kFlagHC01toAR01)
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) {
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Actor_Set_Invisible(kActorMcCoy, true);
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Game_Flag_Set(kFlagArrivedFromSpinner2);
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Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kAR01LoopInshot, false);
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Scene_Loop_Set_Default(kAR01LoopMainLoop);
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} else if (Game_Flag_Query(kFlagSpinnerAtAR01)
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&& Game_Flag_Query(kFlagAR02toAR01)
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) {
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Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kAR01LoopFromAR02WithSpinner, false);
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Scene_Loop_Set_Default(kAR01LoopMainLoop);
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Game_Flag_Reset(kFlagAR02toAR01);
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} else if (!Game_Flag_Query(kFlagSpinnerAtAR01)
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&& Game_Flag_Query(kFlagAR02toAR01)
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) {
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Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kAR01LoopFromAR02NoSpinner, false);
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Scene_Loop_Set_Default(kAR01LoopMainLoopNoSpinner);
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Game_Flag_Reset(kFlagAR02toAR01);
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} else if (Game_Flag_Query(kFlagSpinnerAtAR01)
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&& Game_Flag_Query(kFlagHC01toAR01)
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) {
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Scene_Loop_Set_Default(kAR01LoopMainLoop);
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// TODO: Query check not required as kAR01LoopMainLoopNoSpinner loop is set in the default else branch.
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// The duplicate branches here reflect duplication in the original code.
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// However, only the default/final else branch is indeed required to preserve the original logic.
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// Originally:
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// "!Game_Flag_Query(kFlagSpinnerAtAR01) && Game_Flag_Query(kFlagHC01toAR01)"
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// corresponds to the case of "No spinner at AR01 and coming from HC01" (which can happen)
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// The final else branch covered the case of "No spinner at AR01 and not coming from HC01 nor coming from AR02",
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// which is practically impossible in normal gameplay, and only possible by debugging/hacking,
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// yet good to have as "default" branch.
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// Both branches set the same default loop (kAR01LoopMainLoopNoSpinner).
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// Merging the two branches into one eventual else covers both of these cases.
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#if 0
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} else if (!Game_Flag_Query(kFlagSpinnerAtAR01)
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&& Game_Flag_Query(kFlagHC01toAR01)
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) {
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Scene_Loop_Set_Default(kAR01LoopMainLoopNoSpinner);
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#endif
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} else {
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Scene_Loop_Set_Default(kAR01LoopMainLoopNoSpinner);
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}
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}
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void SceneScriptAR01::SceneLoaded() {
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Obstacle_Object("DF_BOOTH", true);
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Unobstacle_Object("SPINNER BODY", true);
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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if (Global_Variable_Query(kVariableChapter) < 4
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&& !Game_Flag_Query(kFlagAR02DektoraBoughtScorpions)
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&& !Game_Flag_Query(kFlagScorpionsInAR02)
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) {
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// the kFlagScorpionsInAR02 flag helps keep track of the item in AR
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// and make it not blink in and out of existence
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// in the transition from AR01 to AR02
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Game_Flag_Set(kFlagScorpionsInAR02);
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Item_Add_To_World(kItemScorpions, kModelAnimationCageOfScorpions, kSetAR01_AR02, -442.84f, 36.77f, -1144.51f, 360, 36, 36, false, true, false, true);
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} else if (Global_Variable_Query(kVariableChapter) >= 4
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&& !Game_Flag_Query(kFlagAR02DektoraBoughtScorpions)
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&& Game_Flag_Query(kFlagScorpionsInAR02)
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) {
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Game_Flag_Reset(kFlagScorpionsInAR02);
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Item_Remove_From_World(kItemScorpions);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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bool SceneScriptAR01::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptAR01::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptAR01::ClickedOnActor(int actorId) {
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if (actorId == kActorInsectDealer
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|| actorId == kActorHasan
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) {
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Actor_Face_Actor(kActorMcCoy, actorId, true);
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Actor_Says(kActorMcCoy, 8910, 14);
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return true;
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}
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if (actorId == kActorFishDealer) {
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Actor_Set_Goal_Number(kActorFishDealer, 2);
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -120.73f, 0.0f, 219.17f, 12, true, false, false)) {
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Actor_Face_Actor(kActorMcCoy, kActorFishDealer, true);
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Actor_Face_Actor(kActorFishDealer, kActorMcCoy, true);
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if (!Game_Flag_Query(kFlagAR01FishDealerTalk)) {
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Actor_Says(kActorMcCoy, 0, 18);
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Actor_Says(kActorFishDealer, 0, 14);
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Actor_Says(kActorFishDealer, 10, 14);
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Actor_Says(kActorFishDealer, 20, 14);
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Actor_Says(kActorFishDealer, 30, 14);
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Actor_Says(kActorMcCoy, 5, 17);
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Actor_Says(kActorFishDealer, 40, 14);
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Actor_Says(kActorMcCoy, 10, 13);
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Actor_Says(kActorFishDealer, 50, 14);
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Actor_Says(kActorMcCoy, 15, 17);
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Actor_Says(kActorFishDealer, 60, 14);
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Actor_Says(kActorFishDealer, 70, 14);
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Actor_Says(kActorFishDealer, 80, 14);
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Actor_Says(kActorFishDealer, 90, 14);
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Actor_Says(kActorMcCoy, 25, 13);
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Game_Flag_Set(kFlagAR01FishDealerTalk);
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Actor_Set_Goal_Number(kActorFishDealer, 1);
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} else {
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if (Actor_Clue_Query(kActorMcCoy, kClueStrangeScale1)
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&& !Actor_Clue_Query(kActorMcCoy, kClueFishLadyInterview)
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&& (!_vm->_cutContent || !Game_Flag_Query(kFlagWrongInvestigation))
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) {
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Actor_Says(kActorMcCoy, 40, 11);
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Actor_Says(kActorFishDealer, 120, 14);
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Actor_Says(kActorMcCoy, 45, 17);
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Actor_Says(kActorFishDealer, 130, 14);
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Actor_Says(kActorFishDealer, 140, 14);
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Actor_Says(kActorMcCoy, 50, 13);
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Actor_Says(kActorFishDealer, 150, 14);
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#if BLADERUNNER_ORIGINAL_BUGS
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Actor_Clue_Acquire(kActorMcCoy, kClueFishLadyInterview, true, kActorMcCoy); // A bug? Shouldn't the last argument be -1 or kActorFishDealer here?
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#else
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Actor_Clue_Acquire(kActorMcCoy, kClueFishLadyInterview, true, kActorFishDealer);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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} else {
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if (_vm->_cutContent) {
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switch (Global_Variable_Query(kVariableFishDealerBanterTalk)) {
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case 0:
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Global_Variable_Increment(kVariableFishDealerBanterTalk, 1);
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Actor_Says(kActorFishDealer, 230, 14);
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Item_Pickup_Spin_Effect_From_Actor(kModelAnimationGoldfish, kActorFishDealer, 0, -40);
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dialogueWithFishDealerBuyGoldfish();
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break;
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case 1:
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Global_Variable_Increment(kVariableFishDealerBanterTalk, 1);
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if (Player_Query_Agenda() == kPlayerAgendaSurly
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|| Actor_Query_Friendliness_To_Other(kActorFishDealer, kActorMcCoy) <= 45 ) {
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Actor_Says(kActorMcCoy, 8600, 17); // You keeping busy, pal?
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Actor_Says(kActorFishDealer, 180, 14); // I can't stand all day gabbing away. My fish require attention.
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Actor_Says(kActorMcCoy, 8450, 14); // Does this badge mean anything to you?
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Actor_Says(kActorFishDealer, 190, 14); // Ah! You think you get better info somewhere else? You welcome to try.
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} else {
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Actor_Says(kActorMcCoy, 8514, 11); // Got anything new to tell me?
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Actor_Says(kActorFishDealer, 170, 14); // Afraid not. But been busy today. Maybe you ask me later.
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}
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break;
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default:
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if (Random_Query(1, 2) == 1) {
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Actor_Says(kActorMcCoy, 30, 17);
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Actor_Says(kActorFishDealer, 100, 14);
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Actor_Says(kActorFishDealer, 110, 14);
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Actor_Says(kActorMcCoy, 35, 13);
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} else {
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Actor_Says(kActorMcCoy, 30, 17);
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Actor_Says(kActorFishDealer, 220, 14);
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}
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}
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} else {
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// original behavior
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if (Random_Query(1, 2) == 1) {
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Actor_Says(kActorMcCoy, 30, 17);
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Actor_Says(kActorFishDealer, 100, 14);
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Actor_Says(kActorFishDealer, 110, 14);
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Actor_Says(kActorMcCoy, 35, 13);
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} else {
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Actor_Says(kActorMcCoy, 30, 17);
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Actor_Says(kActorFishDealer, 220, 14);
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}
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}
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}
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Actor_Set_Goal_Number(kActorFishDealer, 1);
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}
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return true;
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}
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}
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return false;
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}
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bool SceneScriptAR01::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptAR01::ClickedOnExit(int exitId) {
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if (exitId == kAR01ExitHC01) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -358.0, 0.0, -149.0, 0, true, false, false)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -477.0, 0.0, -149.0, 0, false, false, false);
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Game_Flag_Set(kFlagAR01toHC01);
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Game_Flag_Set(kFlagHC01GuzzaPrepare);
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Game_Flag_Reset(kFlagMcCoyInAnimoidRow);
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Game_Flag_Set(kFlagMcCoyInHawkersCircle);
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Set_Enter(kSetHC01_HC02_HC03_HC04, kSceneHC01);
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Actor_Set_Goal_Number(kActorFishDealer, 3);
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}
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return true;
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}
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if (exitId == kAR01ExitAR02) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -182.0, 0.0, -551.0, 0, true, false, false)) {
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Game_Flag_Set(kFlagAR01toAR02);
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Async_Actor_Walk_To_XYZ(kActorMcCoy, -222.0, 0.0, -690.0, 0, false);
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Set_Enter(kSetAR01_AR02, kSceneAR02);
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#if BLADERUNNER_ORIGINAL_BUGS
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// Causes the fish dealer to blink out of existence
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// during the transition to AR02
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Actor_Set_Goal_Number(kActorFishDealer, 3);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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return true;
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}
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if (exitId == kAR01ExitSpinner) {
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if (Game_Flag_Query(kFlagDNARowAvailable)) {
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Spinner_Set_Selectable_Destination_Flag(kSpinnerDestinationDNARow, true);
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}
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int v1 = Loop_Actor_Walk_To_XYZ(kActorMcCoy, -164.0f, 0.0f, 332.0f, 0, true, false, false);
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Actor_Face_Heading(kActorMcCoy, 545, false);
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if (Actor_Query_Goal_Number(kActorIzo) >= kGoalIzoTakePhoto
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&& Actor_Query_Goal_Number(kActorIzo) <= kGoalIzoEscape
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) {
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Player_Loses_Control();
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Actor_Put_In_Set(kActorIzo, kSetAR01_AR02);
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Actor_Set_At_XYZ(kActorIzo, -448.0, 0.0, 130.0, 0);
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Loop_Actor_Walk_To_XYZ(kActorIzo, -323.0f, 0.64f, 101.74f, 48, false, true, false);
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Loop_Actor_Walk_To_Actor(kActorIzo, kActorMcCoy, 48, false, true);
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Actor_Face_Actor(kActorIzo, kActorMcCoy, true);
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Actor_Change_Animation_Mode(kActorIzo, kAnimationModeCombatAttack);
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Actor_Says(kActorMcCoy, 1800, 21);
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Actor_Change_Animation_Mode(kActorMcCoy, 48);
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Player_Gains_Control();
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Actor_Retired_Here(kActorMcCoy, 12, 48, true, kActorIzo);
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} else if (!v1) {
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if ( Game_Flag_Query(kFlagDNARowAvailable)
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&& !Game_Flag_Query(kFlagDNARowAvailableTalk)
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||||
) {
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||||
Actor_Voice_Over(4310, kActorVoiceOver);
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Actor_Voice_Over(4320, kActorVoiceOver);
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Actor_Voice_Over(4330, kActorVoiceOver);
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||||
Actor_Voice_Over(4340, kActorVoiceOver);
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||||
Actor_Voice_Over(4350, kActorVoiceOver);
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||||
Game_Flag_Set(kFlagDNARowAvailableTalk);
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}
|
||||
Game_Flag_Reset(kFlagMcCoyInChinaTown);
|
||||
Game_Flag_Reset(kFlagMcCoyInRunciters);
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||||
Game_Flag_Reset(kFlagMcCoyInMcCoyApartment);
|
||||
Game_Flag_Reset(kFlagMcCoyInPoliceStation);
|
||||
Game_Flag_Reset(kFlagMcCoyInBradburyBuilding);
|
||||
Game_Flag_Reset(kFlagMcCoyInHysteriaHall);
|
||||
Game_Flag_Reset(kFlagMcCoyInAnimoidRow);
|
||||
|
||||
int spinnerDest = Spinner_Interface_Choose_Dest(kAR01LoopDoorAnim, false);
|
||||
Actor_Face_Heading(kActorMcCoy, 545, false);
|
||||
|
||||
switch (spinnerDest) {
|
||||
case kSpinnerDestinationPoliceStation:
|
||||
Game_Flag_Set(kFlagMcCoyInPoliceStation);
|
||||
Game_Flag_Reset(kFlagSpinnerAtAR01);
|
||||
Game_Flag_Set(kFlagSpinnerAtPS01);
|
||||
Set_Enter(kSetPS01, kScenePS01);
|
||||
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kAR01LoopOutshot, true);
|
||||
break;
|
||||
case kSpinnerDestinationMcCoysApartment:
|
||||
Game_Flag_Set(kFlagMcCoyInMcCoyApartment);
|
||||
Game_Flag_Reset(kFlagSpinnerAtAR01);
|
||||
Game_Flag_Set(kFlagSpinnerAtMA01);
|
||||
Set_Enter(kSetMA01, kSceneMA01);
|
||||
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kAR01LoopOutshot, true);
|
||||
break;
|
||||
case kSpinnerDestinationRuncitersAnimals:
|
||||
Game_Flag_Set(kFlagMcCoyInRunciters);
|
||||
Game_Flag_Reset(kFlagSpinnerAtAR01);
|
||||
Game_Flag_Set(kFlagSpinnerAtRC01);
|
||||
Set_Enter(kSetRC01, kSceneRC01);
|
||||
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kAR01LoopOutshot, true);
|
||||
break;
|
||||
case kSpinnerDestinationChinatown:
|
||||
Game_Flag_Set(kFlagMcCoyInChinaTown);
|
||||
Game_Flag_Reset(kFlagSpinnerAtAR01);
|
||||
Game_Flag_Set(kFlagSpinnerAtCT01);
|
||||
Set_Enter(kSetCT01_CT12, kSceneCT01);
|
||||
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kAR01LoopOutshot, true);
|
||||
break;
|
||||
case kSpinnerDestinationTyrellBuilding:
|
||||
Game_Flag_Set(kFlagMcCoyInTyrellBuilding);
|
||||
Game_Flag_Reset(kFlagSpinnerAtAR01);
|
||||
Game_Flag_Set(kFlagSpinnerAtTB02);
|
||||
Set_Enter(kSetTB02_TB03, kSceneTB02);
|
||||
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kAR01LoopOutshot, true);
|
||||
break;
|
||||
case kSpinnerDestinationDNARow:
|
||||
Game_Flag_Set(kFlagMcCoyInDNARow);
|
||||
Game_Flag_Reset(kFlagSpinnerAtAR01);
|
||||
Game_Flag_Set(kFlagSpinnerAtDR01);
|
||||
Set_Enter(kSetDR01_DR02_DR04, kSceneDR01);
|
||||
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kAR01LoopOutshot, true);
|
||||
break;
|
||||
case kSpinnerDestinationBradburyBuilding:
|
||||
Game_Flag_Set(kFlagMcCoyInBradburyBuilding);
|
||||
Game_Flag_Reset(kFlagSpinnerAtAR01);
|
||||
Game_Flag_Set(kFlagSpinnerAtBB01);
|
||||
Set_Enter(kSetBB01, kSceneBB01);
|
||||
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kAR01LoopOutshot, true);
|
||||
break;
|
||||
case kSpinnerDestinationNightclubRow:
|
||||
Game_Flag_Set(kFlagMcCoyInNightclubRow);
|
||||
Game_Flag_Reset(kFlagSpinnerAtAR01);
|
||||
Game_Flag_Set(kFlagSpinnerAtNR01);
|
||||
Set_Enter(kSetNR01, kSceneNR01);
|
||||
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kAR01LoopOutshot, true);
|
||||
break;
|
||||
case kSpinnerDestinationHysteriaHall:
|
||||
Game_Flag_Set(kFlagMcCoyInHysteriaHall);
|
||||
Game_Flag_Reset(kFlagSpinnerAtAR01);
|
||||
Game_Flag_Set(kFlagSpinnerAtHF01);
|
||||
Set_Enter(kSetHF01, kSceneHF01);
|
||||
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kAR01LoopOutshot, true);
|
||||
break;
|
||||
default:
|
||||
Game_Flag_Set(kFlagMcCoyInAnimoidRow);
|
||||
Actor_Set_Invisible(kActorMcCoy, false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SceneScriptAR01::ClickedOn2DRegion(int region) {
|
||||
return false;
|
||||
}
|
||||
|
||||
void SceneScriptAR01::SceneFrameAdvanced(int frame) {
|
||||
if (frame == 16) {
|
||||
Ambient_Sounds_Play_Sound(kSfxCARDOWN3, 40, 0, 0, 99);
|
||||
}
|
||||
if (frame == 78 || frame == 199) {
|
||||
Ambient_Sounds_Play_Sound(kSfxSPINOPN4, 100, -50, -50, 99);
|
||||
}
|
||||
if (frame == 122 || frame == 242) {
|
||||
Ambient_Sounds_Play_Sound(kSfxSPINCLS1, 100, -50, -50, 99);
|
||||
}
|
||||
if (frame == 256) {
|
||||
Ambient_Sounds_Play_Sound(kSfxCARUP3, 40, -50, 80, 99);
|
||||
}
|
||||
if ((frame == 75
|
||||
|| frame == 196
|
||||
)
|
||||
&& Game_Flag_Query(kFlagArrivedFromSpinner2)
|
||||
) {
|
||||
Actor_Face_Heading(kActorMcCoy, 545, false);
|
||||
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeSpinnerGetOut);
|
||||
Game_Flag_Reset(kFlagArrivedFromSpinner2);
|
||||
} else if ( frame == 196
|
||||
&& !Game_Flag_Query(kFlagArrivedFromSpinner2
|
||||
)) {
|
||||
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeSpinnerGetIn);
|
||||
}
|
||||
}
|
||||
|
||||
void SceneScriptAR01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
|
||||
}
|
||||
|
||||
void SceneScriptAR01::PlayerWalkedIn() {
|
||||
if (!Game_Flag_Query(kFlagAR01Entered)) {
|
||||
Game_Flag_Set(kFlagAR01Entered);
|
||||
}
|
||||
if (Game_Flag_Query(kFlagHC01toAR01)) {
|
||||
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -358.0f, 0.0f, -149.0f, 0, true, false, false);
|
||||
Game_Flag_Reset(kFlagHC01toAR01);
|
||||
}
|
||||
if (Actor_Query_Goal_Number(kActorPhotographer) < 199) {
|
||||
Actor_Set_Goal_Number(kActorPhotographer, 199);
|
||||
}
|
||||
}
|
||||
|
||||
void SceneScriptAR01::PlayerWalkedOut() {
|
||||
Actor_Set_Invisible(kActorMcCoy, false);
|
||||
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
|
||||
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
|
||||
if (!Game_Flag_Query(kFlagMcCoyInHawkersCircle)) {
|
||||
Music_Stop(2u);
|
||||
}
|
||||
if (!Game_Flag_Query(kFlagAR01toHC01)
|
||||
&& !Game_Flag_Query(kFlagAR01toAR02)
|
||||
) {
|
||||
#if BLADERUNNER_ORIGINAL_BUGS
|
||||
Outtake_Play(kOuttakeTowards3, true, -1);
|
||||
#else
|
||||
if (!Game_Flag_Query(kFlagMcCoyInTyrellBuilding)) {
|
||||
// don't play an extra outtake when going to Tyrell Building
|
||||
Outtake_Play(kOuttakeTowards3, true, -1); // Act 1, 2, 3
|
||||
}
|
||||
#endif // BLADERUNNER_ORIGINAL_BUGS
|
||||
}
|
||||
}
|
||||
|
||||
void SceneScriptAR01::DialogueQueueFlushed(int a1) {
|
||||
}
|
||||
|
||||
/**
|
||||
* This is only for cut content (purchasing the Goldfish)
|
||||
*/
|
||||
void SceneScriptAR01::dialogueWithFishDealerBuyGoldfish() {
|
||||
Dialogue_Menu_Clear_List();
|
||||
|
||||
Dialogue_Menu_Clear_Never_Repeat_Was_Selected_Flag(530);
|
||||
Dialogue_Menu_Clear_Never_Repeat_Was_Selected_Flag(540);
|
||||
|
||||
if (Global_Variable_Query(kVariableChinyen) >= 105
|
||||
|| Query_Difficulty_Level() == kGameDifficultyEasy
|
||||
) {
|
||||
DM_Add_To_List_Never_Repeat_Once_Selected(530, 7, 5, 3); // BUY
|
||||
}
|
||||
DM_Add_To_List_Never_Repeat_Once_Selected(540, 3, 5, 7); // NO THANKS
|
||||
|
||||
Dialogue_Menu_Appear(320, 240);
|
||||
int answerValue = Dialogue_Menu_Query_Input();
|
||||
Dialogue_Menu_Disappear();
|
||||
|
||||
if (answerValue == 530) { // BUY
|
||||
Actor_Says(kActorMcCoy, 7000, 12);
|
||||
if (Query_Difficulty_Level() != kGameDifficultyEasy) {
|
||||
Global_Variable_Decrement(kVariableChinyen, 105);
|
||||
}
|
||||
Actor_Clue_Acquire(kActorMcCoy, kClueGoldfish, true, kActorFishDealer);
|
||||
Actor_Modify_Friendliness_To_Other(kActorFishDealer, kActorMcCoy, 5);
|
||||
} else if (answerValue == 540) { // NO THANKS
|
||||
Actor_Says(kActorMcCoy, 7005, 13);
|
||||
Actor_Modify_Friendliness_To_Other(kActorFishDealer, kActorMcCoy, -5);
|
||||
}
|
||||
}
|
||||
|
||||
} // End of namespace BladeRunner
|
||||
Reference in New Issue
Block a user