238 lines
8.3 KiB
C++
238 lines
8.3 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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enum kUG01Loops {
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kUG01LoopMainLoop = 0, // 0 - 60
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kUG01LoopSteamDissapating = 2, // 61 - 120
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kUG01LoopMainLoopNoSteam = 3 // 121 - 181
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};
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void SceneScriptUG01::InitializeScene() {
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if (Game_Flag_Query(kFlagUG10toUG01)) {
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Setup_Scene_Information(34.47f, -50.13f, -924.11f, 500);
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Game_Flag_Reset(kFlagUG10toUG01);
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} else if (Game_Flag_Query(kFlagRC03toUG01)) {
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Setup_Scene_Information(-68.0f, -50.13f, -504.0f, 377);
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} else {
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Setup_Scene_Information(-126.0f, -50.13f, -286.0f, 0);
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}
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Scene_Exit_Add_2D_Exit(0, 280, 204, 330, 265, 0);
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Scene_Exit_Add_2D_Exit(1, 144, 0, 210, 104, 0);
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Scene_Exit_Add_2D_Exit(2, 0, 173, 139, 402, 3);
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#if BLADERUNNER_ORIGINAL_BUGS
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Ambient_Sounds_Add_Looping_Sound(kSfxSTMLOOP7, 28, 0, 1);
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#else
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if (!Game_Flag_Query(kFlagUG01SteamOff)) {
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Ambient_Sounds_Add_Looping_Sound(kSfxSTMLOOP7, 28, 0, 1);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 40, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxUGBED2, 40, 0, 1);
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Ambient_Sounds_Add_Sound(kSfxBBDRIP1, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBDRIP3, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxYELL1M3, 2, 120, 10, 11, 20, 100, 0, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxGRUNT2M1, 2, 120, 10, 11, 20, 100, 0, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxGRUNT2M2, 2, 120, 10, 11, 20, 100, 0, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxGRUNT1M3, 2, 120, 10, 11, 20, 100, 0, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBDRIP4, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBDRIP5, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxPIPER1, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSQUEAK2, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSQUEAK5, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBANG1, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBANG4, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBANG5, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBANG6, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 37, 0, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 37, 0, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 17, 37, 0, 100, -101, -101, 0, 0);
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if (Game_Flag_Query(kFlagUG01SteamOff)) {
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Scene_Loop_Set_Default(kUG01LoopMainLoopNoSteam);
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} else {
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Scene_Loop_Set_Default(kUG01LoopMainLoop);
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}
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}
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void SceneScriptUG01::SceneLoaded() {
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Unobstacle_Object("BEAM02", true);
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Unobstacle_Object("BEAM03", true);
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Unobstacle_Object("BEAM04", true);
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Clickable_Object("PIPES_FG_LFT");
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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if (Game_Flag_Query(kFlagUG01SteamOff)) {
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Screen_Effect_Skip(0, true);
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}
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// TODO: Is there a possibility that the fog boxes
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// start with this density by default,
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// so we don't have to set it explicitly?
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if (!Game_Flag_Query(kFlagUG01SteamOff)) {
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float density = 60.0f / 29500.0f;
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Set_Fog_Density("BoxFog01", density);
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Set_Fog_Density("BoxFog02", density);
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Set_Fog_Density("BoxFog03", density);
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Set_Fog_Density("BoxFog04", density);
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} else {
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Set_Fog_Density("BoxFog01", 0.0f);
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Set_Fog_Density("BoxFog02", 0.0f);
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Set_Fog_Density("BoxFog03", 0.0f);
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Set_Fog_Density("BoxFog04", 0.0f);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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bool SceneScriptUG01::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptUG01::ClickedOn3DObject(const char *objectName, bool a2) {
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if (Object_Query_Click("PIPES_FG_LFT", objectName)) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -9.0f, -50.13f, -148.0f, 0, true, false, false)
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&& !Game_Flag_Query(kFlagUG01SteamOff)
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) {
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#if BLADERUNNER_ORIGINAL_BUGS
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Actor_Says(kActorMcCoy, 8525, 13);
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Scene_Loop_Set_Default(kUG01LoopMainLoopNoSteam);
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Scene_Loop_Start_Special(kSceneLoopModeOnce, kUG01LoopSteamDissapating, true);
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#else
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Sound_Play(kSfxSQUEAK1, 40, 0, 0, 50);
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Screen_Effect_Skip(0, true);
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Scene_Loop_Set_Default(kUG01LoopMainLoopNoSteam);
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Scene_Loop_Start_Special(kSceneLoopModeOnce, kUG01LoopSteamDissapating, false);
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Sound_Play(kSfxSTEAM6A, 40, 0, 0, 50);
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Ambient_Sounds_Remove_Looping_Sound(kSfxSTMLOOP7, 2u);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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Game_Flag_Set(kFlagUG01SteamOff);
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} else {
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Actor_Says(kActorMcCoy, 8525, 13);
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}
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}
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return false;
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}
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bool SceneScriptUG01::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptUG01::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptUG01::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -32.0f, -50.13f, -1350.0f, 12, true, false, false)) {
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Game_Flag_Set(kFlagUG01toUG10);
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Set_Enter(kSetUG10, kSceneUG10);
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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, -70.0f, -50.13f, -500.0f, 0, true, false, false)) {
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Actor_Face_Heading(kActorMcCoy, 768, false);
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Loop_Actor_Travel_Ladder(kActorMcCoy, 12, true, kAnimationModeIdle);
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Game_Flag_Set(kFlagUG01toRC03);
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Game_Flag_Reset(kFlagMcCoyInUnderground);
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Game_Flag_Set(kFlagMcCoyInRunciters);
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Set_Enter(kSetRC03, kSceneRC03);
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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, -126.0f, -50.13f, -286.0f, 0, true, false, false)) {
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Game_Flag_Set(kFlagUG01toUG02);
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Set_Enter(kSetUG02, kSceneUG02);
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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 SceneScriptUG01::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptUG01::SceneFrameAdvanced(int frame) {
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if (frame >= 61 && frame <= 120) {
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// fog dispersing
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// Divide with a large number because otherwise, thick fog appears too white
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float density = (120.0f - frame) / 29500.0f;
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Set_Fog_Density("BoxFog01", density);
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Set_Fog_Density("BoxFog02", density);
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Set_Fog_Density("BoxFog03", density);
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Set_Fog_Density("BoxFog04", density);
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} else if (frame > 120) {
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// fog dispersed
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// TODO does it have to constantly be set?
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Set_Fog_Density("BoxFog01", 0.0f);
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Set_Fog_Density("BoxFog02", 0.0f);
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Set_Fog_Density("BoxFog03", 0.0f);
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Set_Fog_Density("BoxFog04", 0.0f);
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}
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//return false;
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}
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void SceneScriptUG01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptUG01::PlayerWalkedIn() {
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if (Game_Flag_Query(kFlagUG02toUG01)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -55.0f, -50.13f, -288.0f, 12, false, false, false);
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Game_Flag_Reset(kFlagUG02toUG01);
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}
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if (Game_Flag_Query(kFlagRC03toUG01)) {
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Actor_Set_At_XYZ(kActorMcCoy, -70.0f, 93.87f, -500.0f, 768);
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Loop_Actor_Travel_Ladder(kActorMcCoy, 12, false, kAnimationModeIdle);
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -58.0f, -50.13f, -488.0f, 0, false, false, false);
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Game_Flag_Reset(kFlagRC03toUG01);
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}
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if (Actor_Query_Goal_Number(kActorLucy) == kGoalLucyUG01Wait) {
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Music_Play(kMusicLoveSong, 35, 0, 3, -1, kMusicLoopPlayOnce, 0);
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Actor_Set_Goal_Number(kActorLucy, kGoalLucyUG01VoightKampff);
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}
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//return false;
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}
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void SceneScriptUG01::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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Screen_Effect_Restore_All(false);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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void SceneScriptUG01::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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