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347
engines/bladerunner/script/scene/ps01.cpp
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347
engines/bladerunner/script/scene/ps01.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 kPS01Loops {
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kPS01LoopInshot = 0,
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kPS01LoopMainLoop = 1,
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kPS01LoopDoorAnim = 3,
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kPS01LoopOutshot = 4,
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kPS01LoopNoSpinner = 5
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};
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void SceneScriptPS01::InitializeScene() {
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Setup_Scene_Information(1872.0f, 16592.0f, -2975.0f, 200);
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Scene_Exit_Add_2D_Exit(0, 36, 194, 138, 326, 0);
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if (Game_Flag_Query(kFlagSpinnerAtPS01)) {
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Scene_Exit_Add_2D_Exit(1, 344, 288, 584, 384, 2);
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}
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Ambient_Sounds_Add_Looping_Sound(kSfxRAIN10, 100, 1, 1);
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Ambient_Sounds_Add_Sound(kSfxSPIN2B, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSPIN3A, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER2, 60, 180, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER3, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER4, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
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if (Game_Flag_Query(kFlagPS02toPS01)) {
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if (Game_Flag_Query(kFlagSpinnerAtPS01)) {
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Scene_Loop_Set_Default(kPS01LoopMainLoop);
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} else {
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Scene_Loop_Set_Default(kPS01LoopNoSpinner);
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}
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} else {
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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, kPS01LoopInshot, false);
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Scene_Loop_Set_Default(kPS01LoopMainLoop);
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Player_Loses_Control();
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}
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}
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void SceneScriptPS01::SceneLoaded() {
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Obstacle_Object("TUBE81", true);
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if (Game_Flag_Query(kFlagSpinnerAtPS01)) {
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Unobstacle_Object("Barrier Obstacle", true);
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}
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Unobstacle_Object("BOX38", true);
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Unobstacle_Object("TUBE81", true);
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}
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bool SceneScriptPS01::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptPS01::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptPS01::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptPS01::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptPS01::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1920.0f, 16581.0f, -2653.0f, 12, true, false, false)) {
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Game_Flag_Set(kflagPS01toPS02);
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Set_Enter(kSetPS02, kScenePS02);
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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, 1877.9f, 16592.0f, -2975.0f, 0, true, false, false)) {
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#if BLADERUNNER_ORIGINAL_BUGS
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Actor_Set_At_XYZ(kActorMcCoy, 1872.0f, 16592.0f, -2975.0f, 870);
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#else
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// reduce glitch with spinner door
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Actor_Set_At_XYZ(kActorMcCoy, 1872.0f, 16592.0f, -2994.0f, 870);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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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(kFlagMcCoyInAnimoidRow);
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Game_Flag_Reset(kFlagMcCoyInTyrellBuilding);
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Game_Flag_Reset(kFlagMcCoyInDNARow);
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Game_Flag_Reset(kFlagMcCoyInBradburyBuilding);
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int spinnerDest = Spinner_Interface_Choose_Dest(kPS01LoopDoorAnim, true);
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switch (spinnerDest) {
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case kSpinnerDestinationMcCoysApartment:
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Game_Flag_Set(kFlagMcCoyInMcCoyApartment);
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Game_Flag_Reset(kFlagSpinnerAtPS01);
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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, kPS01LoopOutshot, 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(kFlagSpinnerAtPS01);
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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, kPS01LoopOutshot, 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(kFlagSpinnerAtPS01);
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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, kPS01LoopOutshot, 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(kFlagSpinnerAtPS01);
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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, kPS01LoopOutshot, 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(kFlagSpinnerAtPS01);
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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, kPS01LoopOutshot, 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(kFlagSpinnerAtPS01);
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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, kPS01LoopOutshot, true);
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break;
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case kSpinnerDestinationBradburyBuilding:
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Game_Flag_Set(kFlagMcCoyInBradburyBuilding);
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Game_Flag_Reset(kFlagSpinnerAtPS01);
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Game_Flag_Set(kFlagSpinnerAtBB01);
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Set_Enter(kSetBB01, kSceneBB01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kPS01LoopOutshot, 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(kFlagSpinnerAtPS01);
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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, kPS01LoopOutshot, 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(kFlagSpinnerAtPS01);
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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, kPS01LoopOutshot, true);
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break;
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default:
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Actor_Face_Heading(kActorMcCoy, 870, false);
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Game_Flag_Set(kFlagMcCoyInPoliceStation);
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Game_Flag_Set(kFlagArrivedFromSpinner2);
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Player_Loses_Control();
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Scene_Loop_Start_Special(kSceneLoopModeOnce, kPS01LoopDoorAnim, 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 SceneScriptPS01::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptPS01::SceneFrameAdvanced(int frame) {
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if (frame == 71
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|| frame == 188
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) {
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Sound_Play(kSfxSPINOPN4, 100, 40, 0, 50);
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}
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if (frame == 108
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|| frame == 228
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) {
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Sound_Play(kSfxSPINCLS1, 100, 40, 0, 50);
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}
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if (frame == 1) {
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Sound_Play(kSfxCARDOWN3, 40, 0, 0, 50);
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}
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if (frame == 76) {
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Sound_Play(kSfxSERVOD1, 50, 0, 0, 50);
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}
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if (frame == 192) {
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Sound_Play(kSfxSERVOU1, 50, 0, 0, 50);
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}
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if (frame == 59) {
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Sound_Play(kSfxMTLHIT1, 15, 0, 0, 50);
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}
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if (frame == 275) {
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Sound_Play(kSfxCARUP3, 40, 0, 0, 50);
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}
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if (!Game_Flag_Query(kFlagArrivedFromSpinner2)) {
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switch (frame) {
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case 196:
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Actor_Face_Heading(kActorMcCoy, 870, false);
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Actor_Set_Frame_Rate_FPS(kActorMcCoy, -1);
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeSpinnerGetIn);
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break;
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case 220:
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Actor_Set_Frame_Rate_FPS(kActorMcCoy, 0);
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break;
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case 240:
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Actor_Set_Frame_Rate_FPS(kActorMcCoy, -2);
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break;
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}
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return; // true;
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}
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if (frame == 75) {
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Actor_Face_Heading(kActorMcCoy, 870, false);
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeSpinnerGetOut);
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return; // true;
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}
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if (frame == 119) {
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Game_Flag_Reset(kFlagArrivedFromSpinner2);
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Player_Gains_Control();
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return; // true;
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}
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if (frame > 195) {
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if (frame == 239) {
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Game_Flag_Reset(kFlagArrivedFromSpinner2);
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Player_Gains_Control();
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}
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return; // true;
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}
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if (frame == 181) {
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Actor_Face_Heading(kActorMcCoy, 870, false);
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeSpinnerGetOut);
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} else if (frame == 182) {
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Actor_Set_Frame_Rate_FPS(kActorMcCoy, 0);
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} else if (frame == 195) {
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Actor_Set_Frame_Rate_FPS(kActorMcCoy, -2);
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}
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return; // true;
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}
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void SceneScriptPS01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptPS01::PlayerWalkedIn() {
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if (Game_Flag_Query(kFlagPS02toPS01)) {
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Actor_Set_At_XYZ(kActorMcCoy, 1920.0f, 16581.0f, -2653.0f, 150);
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Game_Flag_Reset(kFlagPS02toPS01);
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}
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if (_vm->_cutContent) {
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if (!Game_Flag_Query(kFlagCT01Visited) && !Actor_Clue_Query(kActorMcCoy, kClueDispatchHitAndRun)) {
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Actor_Clue_Acquire(kActorMcCoy, kClueDispatchHitAndRun, false, kActorDispatcher);
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ADQ_Add(kActorDispatcher, 80, kAnimationModeTalk);
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if (Game_Flag_Query(kFlagRC01PoliceDone)) {
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ADQ_Add(kActorOfficerLeary, 340, kAnimationModeTalk); // sector 3 - go ahead
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} else {
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ADQ_Add(kActorOfficerGrayford, 360, kAnimationModeTalk); // sector 3 - go ahead
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}
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ADQ_Add(kActorDispatcher, 90, kAnimationModeTalk);
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ADQ_Add(kActorDispatcher, 100, kAnimationModeTalk);
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ADQ_Add(kActorDispatcher, 110, kAnimationModeTalk);
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if (Game_Flag_Query(kFlagRC01PoliceDone)) {
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ADQ_Add(kActorOfficerLeary, 350, kAnimationModeTalk); // sector 3 - responding code 3
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} else {
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ADQ_Add(kActorOfficerGrayford, 370, kAnimationModeTalk); // sector 3 - responding code 3
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}
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ADQ_Add_Pause(1000);
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ADQ_Add(kActorDispatcher, 120, kAnimationModeTalk);
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ADQ_Add(kActorDispatcher, 130, kAnimationModeTalk);
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ADQ_Add(kActorDispatcher, 140, kAnimationModeTalk);
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ADQ_Add(kActorDispatcher, 150, kAnimationModeTalk);
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}
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}
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//return false;
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}
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void SceneScriptPS01::PlayerWalkedOut() {
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Actor_Set_Invisible(kActorMcCoy, false);
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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 (_vm->_cutContent) {
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ADQ_Flush(); // for dispatcher queue cleanup
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}
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if (!Game_Flag_Query(kflagPS01toPS02)) {
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if (Global_Variable_Query(kVariableChapter) == 1) {
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if (_vm->_cutContent && (Random_Query(1, 8) == 1)) {
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Outtake_Play(kOuttakeFlyThrough, true, -1);
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} else {
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Outtake_Play(kOuttakeTowards3, true, -1);
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}
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}
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#if !BLADERUNNER_ORIGINAL_BUGS
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else {
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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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// don't play an extra outtake when going to Tyrell Building
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Outtake_Play(kOuttakeInside2, true, -1); // available in Acts 1, 2, 3
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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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}
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void SceneScriptPS01::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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Block a user