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engines/bladerunner/script/scene/bb01.cpp
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321
engines/bladerunner/script/scene/bb01.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 kBB01Loops {
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kBB01LoopInshot = 0, // 0 - 300
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kBB01LoopMainLoop = 1, // 301 - 361
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kBB01LoopDoorAnim = 3, // 362 - 421
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kBB01LoopOutshot = 4, // 422 - 480
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kBB01LoopMainLoopNoSpinner = 5 // 481 - 540
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};
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void SceneScriptBB01::InitializeScene() {
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if (Game_Flag_Query(kFlagDR02toBB01)) {
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Setup_Scene_Information(-253.0f, 9.0f, 715.0f, 266);
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} else if (Game_Flag_Query(kFlagBB02toBB01)) {
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Setup_Scene_Information(-128.0f, 9.0f, 342.0f, 266);
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} else {
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Setup_Scene_Information( 43.0f, 0.0f, 1058.0f, 0);
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}
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#if BLADERUNNER_ORIGINAL_BUGS
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Scene_Exit_Add_2D_Exit(0, 0, 0, 72, 299, 3);
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Scene_Exit_Add_2D_Exit(1, 151, 218, 322, 290, 3);
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if (Game_Flag_Query(kFlagSpinnerAtBB01)) {
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Scene_Exit_Add_2D_Exit(2, 0, 311, 312, 479, 2);
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}
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#else
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// expand the left exit downwards as much as possible, especially if Spinner is missing
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Scene_Exit_Add_2D_Exit(1, 151, 218, 322, 290, 3);
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if (Game_Flag_Query(kFlagSpinnerAtBB01)) {
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Scene_Exit_Add_2D_Exit(0, 0, 0, 72, 311, 3);
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Scene_Exit_Add_2D_Exit(2, 0, 311, 312, 479, 2);
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} else {
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Scene_Exit_Add_2D_Exit(0, 0, 0, 72, 400, 3);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 50, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 25, -100, 0);
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Ambient_Sounds_Add_Sound(kSfxRCCARBY1, 5, 60, 40, 60, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxRCCARBY2, 5, 60, 40, 65, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxRCCARBY3, 5, 60, 40, 60, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSPIN2A, 5, 80, 20, 25, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSPIN1A, 5, 80, 20, 25, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDR1, 5, 120, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDR2, 5, 120, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDR3, 5, 120, 25, 33, -100, 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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if ( Game_Flag_Query(kFlagSpinnerAtBB01)
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&& !Game_Flag_Query(kFlagDR02toBB01)
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&& !Game_Flag_Query(kFlagBB02toBB01)
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) {
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if (!Game_Flag_Query(kFlagBB01VisitedFirstTimeWithSpinner)
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|| Random_Query(1, 3) == 1
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) {
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// enhancement: don't always play after first visit
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Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kBB01LoopInshot, false);
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}
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Scene_Loop_Set_Default(kBB01LoopMainLoop);
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} else if (Game_Flag_Query(kFlagSpinnerAtBB01)
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&& Game_Flag_Query(kFlagDR02toBB01)
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) {
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Scene_Loop_Set_Default(kBB01LoopMainLoop);
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} else if (Game_Flag_Query(kFlagSpinnerAtBB01)
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&& Game_Flag_Query(kFlagBB02toBB01)
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) {
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Scene_Loop_Set_Default(kBB01LoopMainLoop);
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} else {
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Scene_Loop_Set_Default(kBB01LoopMainLoopNoSpinner);
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}
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}
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void SceneScriptBB01::SceneLoaded() {
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Obstacle_Object("COLUME", true);
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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Unclickable_Object("OBJECT03");
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Unclickable_Object("OBJECT04");
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Unclickable_Object("OBJECT05");
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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bool SceneScriptBB01::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptBB01::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptBB01::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptBB01::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptBB01::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -140.0f, 9.0f, 818.0f, 0, true, false, false);
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -233.0f, 9.0f, 846.0f, 0, true, false, false)) {
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Game_Flag_Set(kFlagBB01toDR02);
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Game_Flag_Reset(kFlagMcCoyInBradburyBuilding);
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Game_Flag_Set(kFlagMcCoyInDNARow);
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Set_Enter(kSetDR01_DR02_DR04, kSceneDR02);
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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, -125.39f, 9.0f, 372.45f, 0, true, false, false)) {
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Game_Flag_Set(kFlagBB01toBB02);
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Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB02);
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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, 43.0f, 0.0f, 1062.0f, 0, true, false, false)) {
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Game_Flag_Reset(kFlagMcCoyInChinaTown);
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Game_Flag_Reset(kFlagMcCoyInRunciters);
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Game_Flag_Reset(kFlagMcCoyInMcCoyApartment);
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Game_Flag_Reset(kFlagMcCoyInPoliceStation);
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Game_Flag_Reset(kFlagMcCoyInBradburyBuilding);
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int spinnerDest = Spinner_Interface_Choose_Dest(kBB01LoopDoorAnim, false);
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switch (spinnerDest) {
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case kSpinnerDestinationPoliceStation:
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Game_Flag_Set(kFlagMcCoyInPoliceStation);
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Game_Flag_Reset(kFlagSpinnerAtBB01);
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Game_Flag_Set(kFlagSpinnerAtPS01);
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Set_Enter(kSetPS01, kScenePS01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kBB01LoopOutshot, true);
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break;
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case kSpinnerDestinationMcCoysApartment:
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Game_Flag_Set(kFlagMcCoyInMcCoyApartment);
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Game_Flag_Reset(kFlagSpinnerAtBB01);
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Game_Flag_Set(kFlagSpinnerAtMA01);
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Set_Enter(kSetMA01, kSceneMA01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kBB01LoopOutshot, true);
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break;
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case kSpinnerDestinationRuncitersAnimals:
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Game_Flag_Set(kFlagMcCoyInRunciters);
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Game_Flag_Reset(kFlagSpinnerAtBB01);
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Game_Flag_Set(kFlagSpinnerAtRC01);
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Set_Enter(kSetRC01, kSceneRC01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kBB01LoopOutshot, true);
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break;
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case kSpinnerDestinationChinatown:
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Game_Flag_Set(kFlagMcCoyInChinaTown);
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Game_Flag_Reset(kFlagSpinnerAtBB01);
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Game_Flag_Set(kFlagSpinnerAtCT01);
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Set_Enter(kSetCT01_CT12, kSceneCT01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kBB01LoopOutshot, true);
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break;
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case kSpinnerDestinationAnimoidRow:
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Game_Flag_Set(kFlagMcCoyInAnimoidRow);
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Game_Flag_Reset(kFlagSpinnerAtBB01);
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Game_Flag_Set(kFlagSpinnerAtAR01);
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Set_Enter(kSetAR01_AR02, kSceneAR01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kBB01LoopOutshot, true);
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break;
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case kSpinnerDestinationTyrellBuilding:
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Game_Flag_Set(kFlagMcCoyInTyrellBuilding);
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Game_Flag_Reset(kFlagSpinnerAtBB01);
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Game_Flag_Set(kFlagSpinnerAtTB02);
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Set_Enter(kSetTB02_TB03, kSceneTB02);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kBB01LoopOutshot, true);
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break;
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case kSpinnerDestinationDNARow:
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Game_Flag_Set(kFlagMcCoyInDNARow);
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Game_Flag_Reset(kFlagSpinnerAtBB01);
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Game_Flag_Set(kFlagSpinnerAtDR01);
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Set_Enter(kSetDR01_DR02_DR04, kSceneDR01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kBB01LoopOutshot, true);
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break;
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case kSpinnerDestinationNightclubRow:
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Game_Flag_Set(kFlagMcCoyInNightclubRow);
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Game_Flag_Reset(kFlagSpinnerAtBB01);
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Game_Flag_Set(kFlagSpinnerAtNR01);
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Set_Enter(kSetNR01, kSceneNR01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kBB01LoopOutshot, true);
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break;
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case kSpinnerDestinationHysteriaHall:
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Game_Flag_Set(kFlagMcCoyInHysteriaHall);
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Game_Flag_Reset(kFlagSpinnerAtBB01);
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Game_Flag_Set(kFlagSpinnerAtHF01);
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Set_Enter(kSetHF01, kSceneHF01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kBB01LoopOutshot, true);
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break;
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default:
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Game_Flag_Set(kFlagMcCoyInBradburyBuilding);
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Scene_Loop_Start_Special(kSceneLoopModeOnce, kBB01LoopDoorAnim, true);
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break;
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}
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}
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return true;
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}
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return false;
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}
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bool SceneScriptBB01::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptBB01::SceneFrameAdvanced(int frame) {
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if (frame == 193) {
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Sound_Play(kSfxCARDOWN3, 40, 0, 0, 50);
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}
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if (frame == 241
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|| frame == 363
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) {
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Sound_Play(kSfxSPINOPN4, 100, -50, -50, 50);
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}
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if (frame == 286
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|| frame == 407
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) {
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Sound_Play(kSfxSPINCLS1, 100, -50, -50, 50);
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}
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if (frame == 433) {
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Sound_Play(kSfxCARUP3, 40, -50, 80, 50);
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}
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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// This is treated as a bug rather than restored content
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// This InShot loop otherwise seems silent for the first ~120 frames
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if (frame == 19) {
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if (Random_Query(0, 1)) {
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Sound_Play(kSfxSPIN3A, 90, -50, 100, 50);
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} else {
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Sound_Play(kSfxSPIN2A, 90, -50, 100, 50);
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}
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}
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if (frame == 60 && Random_Query(0, 1)) {
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Sound_Play(kSfxSIREN2, 50, 20, 80, 50);
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}
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if (frame == 90 && Random_Query(0, 1)) {
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Sound_Play(kSfxRCCARBY3, 40, 80, 100, 50);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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#if BLADERUNNER_ORIGINAL_BUGS
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if (frame == 120) {
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Sound_Play(kSfxTRUCKBY1, Random_Query(33, 33), 100, -100, 50);
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}
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#else
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// delay truck passing by sfx to better match the animation in the loop
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if (frame == 124) {
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Sound_Play(kSfxTRUCKBY1, Random_Query(40, 73), 100, -100, 50);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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void SceneScriptBB01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptBB01::PlayerWalkedIn() {
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Spinner_Set_Selectable_Destination_Flag(kSpinnerDestinationBradburyBuilding, true);
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if (Game_Flag_Query(kFlagDR02toBB01)) {
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Game_Flag_Reset(kFlagDR02toBB01);
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} else if (Game_Flag_Query(kFlagBB02toBB01)) {
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Game_Flag_Reset(kFlagBB02toBB01);
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} else {
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if (!Game_Flag_Query(kFlagBB01VisitedFirstTimeWithSpinner) && Game_Flag_Query(kFlagSpinnerAtBB01)) {
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Game_Flag_Set(kFlagBB01VisitedFirstTimeWithSpinner);
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}
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 43.0f, 0.0f, 954.0f, 0, false, false, false);
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}
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}
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void SceneScriptBB01::PlayerWalkedOut() {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1u);
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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if (!Game_Flag_Query(kFlagBB01toBB02)
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&& !Game_Flag_Query(kFlagBB01toDR02)) {
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// Acts 2, 3 - should still use a spinner fly-through transition
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if (!Game_Flag_Query(kFlagMcCoyInTyrellBuilding)) {
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Outtake_Play(kOuttakeTowards3, true, -1); // available in Acts 1, 2, 3
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}
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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void SceneScriptBB01::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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Block a user