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2026-02-02 04:50:13 +01:00

357 lines
13 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "bladerunner/script/scene_script.h"
namespace BladeRunner {
void SceneScriptCT12::InitializeScene() {
if (Game_Flag_Query(kFlagCT01toCT12)) {
Setup_Scene_Information(-419.0f, -6.5f, 696.0f, 616);
} else if (Game_Flag_Query(kFlagUG09toCT12)) {
Setup_Scene_Information(-292.0f, -6.5f, 990.0f, 827);
if (!Game_Flag_Query(kFlagNotUsed150)) {
Game_Flag_Set(kFlagNotUsed150);
}
Game_Flag_Reset(kFlagUG09toCT12);
} else if (Game_Flag_Query(kFlagCT11toCT12)) {
Setup_Scene_Information(-493.0f, -6.5f, 1174.0f, 990);
} else {
Setup_Scene_Information(-386.13f, -6.5f, 1132.72f, 783);
}
Scene_Exit_Add_2D_Exit(0, 0, 0, 40, 479, 3);
Scene_Exit_Add_2D_Exit(1, 78, 224, 162, 330, 0);
Scene_Exit_Add_2D_Exit(2, 500, 180, 619, 346, 0);
if (Global_Variable_Query(kVariableChapter) > 2) {
Scene_Exit_Add_2D_Exit(3, 620, 0, 639, 479, 1);
}
if (Global_Variable_Query(kVariableChapter) > 3) {
Scene_Exit_Add_2D_Exit(4, 324, 150, 435, 340, 0);
}
Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 33, 1, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxCTAMBL1, 20, -100, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxCTAMBR1, 20, -100, 1);
Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 0, 10u, 260u, 17, 24, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 20, 10u, 260u, 17, 24, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 40, 10u, 260u, 17, 24, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 50, 10u, 260u, 17, 24, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Sound(kSfxSPIN2B, 60, 180, 20, 33, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSPIN3A, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER2, 60, 180, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER3, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER4, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
if (Global_Variable_Query(kVariableChapter) < 2
&& Actor_Query_Goal_Number(kActorGaff) == kGoalGaffCT12WaitForMcCoy
) {
Actor_Put_In_Set(kActorGaff, kSetCT01_CT12);
Actor_Set_At_XYZ(kActorGaff, -534.0f, -6.5f, 952.0f, 367);
Game_Flag_Set(kFlagCT12GaffSpinner);
}
#if BLADERUNNER_ORIGINAL_BUGS
#else
if (!Actor_Query_In_Set(kActorHowieLee, kSetCT01_CT12)
&& Global_Variable_Query(kVariableChapter) < 4) {
AI_Movement_Track_Flush(kActorHowieLee);
AI_Movement_Track_Append(kActorHowieLee, 67, 0); // in kSetCT01_CT12
Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeDefault);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
if (Game_Flag_Query(kFlagCT01toCT12)
&& Game_Flag_Query(kFlagSpinnerAtCT01)
) {
if (Global_Variable_Query(kVariableChapter) != 2
&& Global_Variable_Query(kVariableChapter) != 3
) {
Scene_Loop_Start_Special(kSceneLoopModeLoseControl, 1, false);
}
Scene_Loop_Set_Default(2);
Game_Flag_Reset(kFlagCT01toCT12);
} else if ( Game_Flag_Query(kFlagCT01toCT12)
&& !Game_Flag_Query(kFlagSpinnerAtCT01)
) {
if (Global_Variable_Query(kVariableChapter) != 2
&& Global_Variable_Query(kVariableChapter) != 3
) {
Scene_Loop_Start_Special(kSceneLoopModeLoseControl, 0, false);
}
Scene_Loop_Set_Default(2);
Game_Flag_Reset(kFlagCT01toCT12);
} else if (Game_Flag_Query(kFlagCT05toCT12)
&& Game_Flag_Query(kFlagCT12GaffSpinner)
) {
Game_Flag_Reset(kFlagCT05toCT12);
Scene_Loop_Set_Default(4);
} else if ( Game_Flag_Query(kFlagCT05toCT12)
&& !Game_Flag_Query(kFlagCT12GaffSpinner)
) {
Game_Flag_Reset(kFlagCT05toCT12);
Scene_Loop_Set_Default(2);
} else {
Scene_Loop_Set_Default(2);
}
}
void SceneScriptCT12::SceneLoaded() {
Obstacle_Object("BOX18", true);
Unobstacle_Object("SPINNER BODY", true);
Unobstacle_Object("HOWFLOOR", true);
Unclickable_Object("TURBINE");
#if BLADERUNNER_ORIGINAL_BUGS
#else
Unclickable_Object("OBJECT03");
Unclickable_Object("OBJECT04");
Unclickable_Object("OBJECT05");
#endif // BLADERUNNER_ORIGINAL_BUGS
}
bool SceneScriptCT12::MouseClick(int x, int y) {
return false;
}
bool SceneScriptCT12::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptCT12::ClickedOnActor(int actorId) {
if (actorId == kActorHowieLee) {
Actor_Face_Actor(kActorMcCoy, kActorHowieLee, true);
Actor_Says(kActorMcCoy, 8910, 16);
}
// cut off feature? grayford never visit CT12 as goal 308 is never triggered
// bug? Marking this as a bug to revisit at a later time
if (actorId == kActorOfficerGrayford
&& Global_Variable_Query(kVariableChapter) == 4
&& Game_Flag_Query(kFlagUG18GuzzaScene)
&& Game_Flag_Query(kFlagUG18BriefcaseTaken)
) {
Actor_Face_Actor(kActorOfficerGrayford, kActorMcCoy, true);
Actor_Face_Actor(kActorMcCoy, kActorOfficerGrayford, true);
Actor_Says(kActorMcCoy, 710, kAnimationModeTalk); // Hold it! I'm not a Replicant, I got proof!
Actor_Says(kActorOfficerGrayford, 20, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 715, kAnimationModeTalk);
Actor_Says(kActorOfficerGrayford, 30, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 720, kAnimationModeTalk);
Actor_Says(kActorOfficerGrayford, 40, kAnimationModeTalk);
Actor_Says(kActorOfficerGrayford, 50, kAnimationModeTalk);
Actor_Says(kActorOfficerGrayford, 60, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 725, kAnimationModeTalk);
Actor_Says(kActorOfficerGrayford, 70, kAnimationModeTalk);
Actor_Says(kActorOfficerGrayford, 80, kAnimationModeTalk);
Actor_Says(kActorOfficerGrayford, 90, kAnimationModeTalk); // if you are lying...
Actor_Says(kActorOfficerGrayford, 100, kAnimationModeTalk); // you gonna wish...
Actor_Says(kActorOfficerGrayford, 110, kAnimationModeTalk); // Take him in!
Game_Flag_Set(kFlagUnpauseGenWalkers);
Game_Flag_Set(kFlagMcCoyFreedOfAccusations);
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyStartChapter5);
}
return false;
}
bool SceneScriptCT12::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptCT12::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -419.15f, -6.5f, 696.94f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Game_Flag_Set(kFlagCT12toCT01);
Set_Enter(kSetCT01_CT12, kSceneCT01);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -182.69f, -6.5f, 696.94f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagCT12toCT03);
Set_Enter(kSetCT03_CT04, kSceneCT03);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -386.13f, -6.5f, 1132.72f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagCT12toCT05);
Set_Enter(kSetCT05, kSceneCT05);
}
return true;
}
if (exitId == 3) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -493.0f, -6.5f, 1174.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagCT12toCT11);
Set_Enter(kSetCT11, kSceneCT11);
}
return true;
}
if (exitId == 4) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -292.0f, -6.5f, 990.0f, 0, true, false, false)) {
if (Global_Variable_Query(kVariableChapter) == 4) {
Game_Flag_Set(kFlagUnpauseGenWalkers);
}
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagCT12ToUG09);
Set_Enter(kSetUG09, kSceneUG09);
}
return true;
}
return false;
}
bool SceneScriptCT12::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptCT12::SceneFrameAdvanced(int frame) {
if (((frame - 1) % 10) == 0) {
Sound_Play(Random_Query(kSfxNEON5, kSfxNEON6), 10, -80, -80, 50);
}
if (frame == 160) {
Actor_Change_Animation_Mode(kActorGaff, 41);
}
if (frame == 152) {
Sound_Play(kSfxSPINOPN4, 100, 40, 0, 50);
}
if (frame == 203) {
Sound_Play(kSfxSPINCLS1, 100, 40, 0, 50);
}
if (frame == 212) {
Sound_Play(kSfxCARUP3, 40, 0, 0, 50);
}
if (frame == 269) {
Player_Gains_Control();
Player_Set_Combat_Mode(false);
Actor_Set_Invisible(kActorGaff, false);
}
}
void SceneScriptCT12::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptCT12::PlayerWalkedIn() {
if ( Global_Variable_Query(kVariableChapter) < 2
&& !Game_Flag_Query(kFlagGaffApproachedMcCoyAboutZuben)
&& Actor_Query_Goal_Number(kActorGaff) == kGoalGaffCT12WaitForMcCoy
) {
#if !BLADERUNNER_ORIGINAL_BUGS
// Disable NPC walkers until Gaff goes to his spinner
Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerDefault);
Actor_Set_Goal_Number(kActorGenwalkerB, kGoalGenwalkerDefault);
Actor_Set_Goal_Number(kActorGenwalkerC, kGoalGenwalkerDefault);
Global_Variable_Set(kVariableGenericWalkerConfig, -1);
#endif // !BLADERUNNER_ORIGINAL_BUGS
Player_Loses_Control();
Loop_Actor_Walk_To_Actor(kActorGaff, kActorMcCoy, 48, false, false);
Actor_Face_Actor(kActorGaff, kActorMcCoy, true);
Actor_Face_Actor(kActorMcCoy, kActorGaff, true);
Actor_Says(kActorGaff, 0, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 670, kAnimationModeTalk);
Actor_Says(kActorGaff, 10, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 675, kAnimationModeTalk);
Actor_Says(kActorGaff, 20, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 680, kAnimationModeTalk);
Actor_Says(kActorGaff, 30, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 685, kAnimationModeTalk);
Actor_Says(kActorGaff, 40, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 690, kAnimationModeTalk);
Actor_Clue_Acquire(kActorMcCoy, kClueGaffsInformation, true, kActorGaff);
Game_Flag_Set(kFlagGaffApproachedMcCoyAboutZuben);
CDB_Set_Crime(kClueZubenSquadPhoto, kCrimeMoonbusHijacking);
if (Game_Flag_Query(kFlagGaffApproachedMcCoyAboutZuben)
&& Game_Flag_Query(kFlagZubenRetired)
) {
Actor_Says(kActorGaff, 50, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 695, kAnimationModeTalk);
Actor_Says(kActorGaff, 60, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 700, kAnimationModeTalk);
Actor_Says(kActorGaff, 70, kAnimationModeTalk);
Actor_Clue_Acquire(kActorGaff, kClueMcCoyRetiredZuben, true, -1);
} else if (Game_Flag_Query(kFlagGaffApproachedMcCoyAboutZuben)
&& Game_Flag_Query(kFlagZubenSpared)
) {
Actor_Says(kActorGaff, 80, kAnimationModeTalk);
Actor_Says(kActorGaff, 90, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 705, kAnimationModeTalk);
Actor_Says(kActorGaff, 100, kAnimationModeTalk);
Actor_Clue_Acquire(kActorGaff, kClueMcCoyLetZubenEscape, true, -1);
}
#if !BLADERUNNER_ORIGINAL_BUGS
// unpause generic walkers here, less chance to collide with Gaff
// while he walks to his spinner
// This happens when Gaff starts walking towards his spinner rather than
// when he's reached his spinner, in order to keep this NPC code in one place
// and because the walkers won't have time to interfere with his path even if
// they're enabled early.
if (Global_Variable_Query(kVariableGenericWalkerConfig) < 0
) {
Global_Variable_Set(kVariableGenericWalkerConfig, 2);
}
#endif
Actor_Set_Goal_Number(kActorGaff, kGoalGaffCT12GoToSpinner);
}
if (Game_Flag_Query(kFlagCT11toCT12)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -520.0f, -6.5f, 1103.0f, 0, false, false, false);
Game_Flag_Reset(kFlagCT11toCT12);
}
}
void SceneScriptCT12::PlayerWalkedOut() {
Game_Flag_Reset(kFlagGenericWalkerWaiting); // A bug? why is this here? Left over code?
if (Game_Flag_Query(kFlagCT12ToUG09)) {
Game_Flag_Reset(kFlagMcCoyInChinaTown);
Game_Flag_Set(kFlagMcCoyInUnderground);
}
#if BLADERUNNER_ORIGINAL_BUGS
#else
// this enforces existing awry saved games from having a bad flag value
else {
Game_Flag_Set(kFlagMcCoyInChinaTown);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
}
void SceneScriptCT12::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner