330 lines
12 KiB
C++
330 lines
12 KiB
C++
/* 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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void SceneScriptHF06::InitializeScene() {
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Setup_Scene_Information(150.0f, 349.93f, 502.0f, 229);
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Game_Flag_Reset(kFlagHF05toHF06);
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Scene_Exit_Add_2D_Exit(0, 195, 197, 271, 237, 2);
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Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 50, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxROOFAIR1, 40, -100, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxROOFRMB1, 40, 100, 1);
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Ambient_Sounds_Add_Sound(kSfxSPIN2B, 10, 100, 25, 50, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSPIN3A, 10, 100, 25, 50, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER2, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER3, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER4, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
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if (Game_Flag_Query(kFlagHF06SteelInterruption)) {
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Scene_Loop_Set_Default(3);
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addAmbientSounds();
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} else {
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Scene_Loop_Set_Default(0);
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}
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}
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void SceneScriptHF06::SceneLoaded() {
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Unobstacle_Object("BOX22", true);
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Unobstacle_Object("BOX34", true);
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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Obstacle_Object("FRONTBLOCK1", true);
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Obstacle_Object("FRONTBLOCK2", true);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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Clickable_Object("BOX19");
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Clickable_Object("BOX21");
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Clickable_Object("BOX23");
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Clickable_Object("HOOD BOX");
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Clickable_Object("BOX28");
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Clickable_Object("BOX29");
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Clickable_Object("BOX30");
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}
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bool SceneScriptHF06::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptHF06::ClickedOn3DObject(const char *objectName, bool a2) {
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if (Object_Query_Click("BOX28", objectName)
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|| Object_Query_Click("BOX29", objectName)
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|| Object_Query_Click("BOX30", objectName)
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|| Object_Query_Click("HOOD BOX", objectName)
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) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 14.33f, 367.93f, 399.0f, 0, true, false, false)) {
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Actor_Face_Heading(kActorMcCoy, 486, true);
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if (Actor_Query_In_Set(kActorDektora, kSetHF06)
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&& Actor_Query_Goal_Number(kActorDektora) != kGoalDektoraGone
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) {
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Actor_Face_Actor(kActorDektora, kActorMcCoy, true);
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Actor_Says(kActorDektora, 210, 12);
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Actor_Says(kActorMcCoy, 2125, 12);
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} else if (Actor_Query_In_Set(kActorLucy, kSetHF06)
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&& Actor_Query_Goal_Number(kActorLucy) != kGoalLucyGone
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) {
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Actor_Face_Actor(kActorLucy, kActorMcCoy, true);
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Actor_Says(kActorLucy, 490, 18);
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Actor_Says(kActorMcCoy, 2125, 12);
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} else {
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Actor_Says(kActorMcCoy, 8635, 12);
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}
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}
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return false;
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}
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if (Object_Query_Click("BOX19", objectName)
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|| Object_Query_Click("BOX21", objectName)
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) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 290.0f, 367.93f, 318.0f, 0, true, false, false)) {
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Actor_Face_Heading(kActorMcCoy, 85, true);
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Actor_Says(kActorMcCoy, 8522, 0);
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}
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return false;
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}
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if (Object_Query_Click("BOX23", objectName)) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 63.0f, 367.93f, 120.0f, 0, true, false, false)) {
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Actor_Face_Heading(kActorMcCoy, 568, true);
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Actor_Says(kActorMcCoy, 8522, 0);
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}
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return false;
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}
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return false;
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}
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bool SceneScriptHF06::ClickedOnActor(int actorId) {
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if (actorId == kActorLucy
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&& Actor_Query_Goal_Number(kActorLucy) != kGoalLucyGone
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) {
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Actor_Face_Actor(kActorLucy, kActorMcCoy, true);
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Actor_Face_Actor(kActorMcCoy, kActorLucy, true);
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if (Game_Flag_Query(kFlagHF06SteelInterruption)) {
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Actor_Says(kActorLucy, 390, 18);
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Actor_Says(kActorMcCoy, 2115, 17);
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}
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} else if (actorId == kActorDektora
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&& Actor_Query_Goal_Number(kActorDektora) != kGoalDektoraGone
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) {
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Actor_Face_Actor(kActorDektora, kActorMcCoy, true);
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Actor_Face_Actor(kActorMcCoy, kActorDektora, true);
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if (Game_Flag_Query(kFlagHF06SteelInterruption)) {
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Actor_Says(kActorDektora, 100, 3);
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Actor_Says(kActorMcCoy, 2115, 17);
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}
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}
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return false;
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}
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bool SceneScriptHF06::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptHF06::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 170.0f, 367.93f, 497.0f, 0, true, false, false)) {
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Actor_Face_Heading(kActorMcCoy, 730, false);
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Loop_Actor_Travel_Stairs(kActorMcCoy, 2, false, kAnimationModeIdle);
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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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Game_Flag_Set(kFlagHF06toHF05);
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Set_Enter(kSetHF05, kSceneHF05);
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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 SceneScriptHF06::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptHF06::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptHF06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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if (actorId == kActorSteele
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&& oldGoal != kGoalSteeleGone
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&& newGoal == kGoalSteeleGone
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) {
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Loop_Actor_Walk_To_Actor(kActorMcCoy, kActorSteele, 24, false, false);
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Actor_Says(kActorSteele, 250, -1);
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Actor_Says(kActorMcCoy, 2120, kAnimationModeCombatIdle);
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Actor_Says(kActorSteele, 260, -1);
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Actor_Says(kActorSteele, 270, -1);
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int otherActorId = -1;
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if (Actor_Query_In_Set(kActorDektora, kSetHF06)
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&& Actor_Query_Goal_Number(kActorDektora) == kGoalDektoraGone
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) {
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otherActorId = kActorDektora;
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} else if (Actor_Query_In_Set(kActorLucy, kSetHF06)
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&& Actor_Query_Goal_Number(kActorLucy) == kGoalLucyGone
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) {
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otherActorId = kActorLucy;
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}
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if (otherActorId != -1) {
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Music_Play(kMusicLoveSong, 35, 0, 3, -1, kMusicLoopPlayOnce, 0);
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Player_Set_Combat_Mode(false);
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Delay(1000);
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Actor_Voice_Over(990, kActorVoiceOver);
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Actor_Voice_Over(1000, kActorVoiceOver);
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Actor_Voice_Over(1010, kActorVoiceOver);
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Loop_Actor_Walk_To_Actor(kActorMcCoy, otherActorId, 24, false, false);
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Item_Pickup_Spin_Effect(kModelAnimationBomb, 355, 200);
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Actor_Voice_Over(1020, kActorVoiceOver);
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Actor_Voice_Over(1030, kActorVoiceOver);
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Actor_Voice_Over(1040, kActorVoiceOver);
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Actor_Voice_Over(1050, kActorVoiceOver);
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Actor_Clue_Acquire(kActorMcCoy, kClueBomb, true, -1);
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}
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if (Actor_Query_In_Set(kActorDektora, kSetHF06)) {
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Actor_Set_Targetable(kActorDektora, false);
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}
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if (Actor_Query_In_Set(kActorLucy, kSetHF06)) {
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Actor_Set_Targetable(kActorLucy, false);
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}
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Scene_Exits_Enable();
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}
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}
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void SceneScriptHF06::PlayerWalkedIn() {
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if (Game_Flag_Query(kFlagHF01TalkToLovedOne)) {
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int actorId = -1;
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if (Global_Variable_Query(kVariableAffectionTowards) == kAffectionTowardsLucy
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&& Actor_Query_Goal_Number(kActorLucy) != kGoalLucyGone
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) {
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actorId = kActorLucy;
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} else if (Global_Variable_Query(kVariableAffectionTowards) == kAffectionTowardsDektora
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&& Actor_Query_Goal_Number(kActorDektora) != kGoalDektoraGone
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) {
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actorId = kActorDektora;
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}
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if (actorId != -1) {
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Actor_Put_In_Set(actorId, kSetHF06);
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if (Game_Flag_Query(kFlagHF06SteelInterruption)) {
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Actor_Set_At_XYZ(actorId, 173.67f, 367.93f, 446.04f, 229);
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Async_Actor_Walk_To_XYZ(actorId, 173.67f, 367.93f, 394.04f, 0, false);
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} else {
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Actor_Set_At_XYZ(actorId, 97.67f, 367.93f, 534.04f, 725);
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Async_Actor_Walk_To_XYZ(actorId, 24.2f, 367.93f, 537.71f, 0, false);
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}
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}
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}
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Footstep_Sound_Override_On(3);
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Loop_Actor_Travel_Stairs(kActorMcCoy, 2, true, kAnimationModeIdle);
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Footstep_Sound_Override_Off();
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if ( Game_Flag_Query(kFlagHF01TalkToLovedOne)
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&& !Game_Flag_Query(kFlagHF06SteelInterruption)
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) {
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steelInterruption();
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}
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}
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void SceneScriptHF06::PlayerWalkedOut() {
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Music_Stop(2u);
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}
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void SceneScriptHF06::DialogueQueueFlushed(int a1) {
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}
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void SceneScriptHF06::steelInterruption() {
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int actorId;
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if (Actor_Query_In_Set(kActorDektora, kSetHF06)) {
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actorId = kActorDektora;
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} else if (Actor_Query_In_Set(kActorLucy, kSetHF06)) {
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actorId = kActorLucy;
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} else {
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return;
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}
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Actor_Set_Targetable(actorId, true);
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 14.33f, 367.93f, 399.0f, 0, false, true, false);
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Actor_Face_Heading(kActorMcCoy, 486, true);
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addAmbientSounds();
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Actor_Put_In_Set(kActorSteele, kSetHF06);
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Actor_Set_At_XYZ(kActorSteele, 92.0f, 367.93f, 19.0f, 0);
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Actor_Set_Targetable(kActorSteele, true);
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Actor_Face_Actor(actorId, kActorSteele, true);
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if (actorId == kActorDektora) {
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Actor_Says(kActorDektora, 90, 13);
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} else if (actorId == kActorLucy) {
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Actor_Says(kActorLucy, 380, 13);
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}
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Actor_Says(kActorMcCoy, 6230, 0);
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Actor_Says(kActorSteele, 280, 58);
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Actor_Face_Actor(kActorMcCoy, kActorSteele, true);
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Player_Set_Combat_Mode(true);
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// TODO revisit setting kActorMcCoy to Combat Aim via Actor_Change_Animation_Mode()
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// (see notes in Gordo AI script in his CompletedMovementTrack())
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatAim);
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Actor_Change_Animation_Mode(kActorSteele, kAnimationModeCombatWalk);
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Loop_Actor_Walk_To_XYZ(kActorSteele, 92.0f, 367.93f, 107.0f, 0, false, false, false);
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Actor_Face_Actor(kActorSteele, kActorMcCoy, true);
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Actor_Change_Animation_Mode(kActorSteele, kAnimationModeCombatIdle);
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Actor_Says(kActorSteele, 290, 58);
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Actor_Says(kActorMcCoy, 2130, -1);
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Actor_Says(kActorSteele, 300, 59);
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Actor_Says(kActorMcCoy, 2135, -1);
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Actor_Says(kActorSteele, 310, 60);
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Actor_Says(kActorMcCoy, 2140, -1);
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Actor_Says(kActorSteele, 320, 59);
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Actor_Says(kActorMcCoy, 2145, -1);
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Actor_Says(kActorSteele, 330, 58);
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Actor_Says(kActorSteele, 340, 58);
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Actor_Says(kActorSteele, 350, 58);
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Actor_Change_Animation_Mode(kActorSteele, kAnimationModeCombatIdle);
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Game_Flag_Set(kFlagNotUsed644);
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Actor_Set_Goal_Number(kActorSteele, kGoalSteeleHF06Attack);
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Actor_Face_Actor(kActorSteele, actorId, true);
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Actor_Change_Animation_Mode(kActorSteele, kAnimationModeCombatAttack);
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Delay(500);
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Scene_Loop_Set_Default(3);
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Scene_Loop_Start_Special(kSceneLoopModeOnce, 2, true);
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Sound_Play(kSfxBOMBFAIL, 50, 0, 0, 50);
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Game_Flag_Set(kFlagHF06SteelInterruption);
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Scene_Exits_Disable();
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Non_Player_Actor_Combat_Mode_On(kActorSteele, kActorCombatStateUncover, true, actorId, 15, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, 0, 100, 10, 300, false);
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}
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void SceneScriptHF06::addAmbientSounds() {
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Ambient_Sounds_Add_Sound(kSfxSIREN2, 20, 80, 20, 100, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Speech_Sound(kActorOfficerLeary, 250, 5u, 70u, 7, 10, -50, 50, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorOfficerLeary, 330, 5u, 70u, 7, 10, -50, 50, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorOfficerLeary, 340, 5u, 90u, 7, 10, -50, 50, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorOfficerLeary, 360, 5u, 70u, 7, 10, -50, 50, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorOfficerGrayford, 380, 5u, 70u, 7, 10, -50, 50, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorOfficerGrayford, 510, 5u, 70u, 7, 10, -50, 50, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorDispatcher, 80, 5u, 70u, 7, 10, -50, 50, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorDispatcher, 160, 5u, 70u, 7, 10, -50, 50, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorDispatcher, 280, 5u, 70u, 7, 10, -50, 50, -101, -101, 1, 1);
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}
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} // End of namespace BladeRunner
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