342 lines
12 KiB
C++
342 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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enum KP03Loops {
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kKP03MainLoopBombInactive = 0,
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kKP03MainLoopBombActive = 2,
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kKP03MainLoopBombExploding = 4,
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kKP03MainLoopBombExploded = 5,
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kKP03MainLoopBombNoWire = 7
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};
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void SceneScriptKP03::InitializeScene() {
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if (Game_Flag_Query(kFlagKP05toKP03)) {
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Setup_Scene_Information( 1.0f, -36.55f, 111.0f, 200);
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} else {
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Setup_Scene_Information(-321.0f, -36.55f, 26.0f, 350);
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}
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Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3);
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Scene_Exit_Add_2D_Exit(1, 287, 104, 367, 255, 0);
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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(kFlagKP03BombExploded)) {
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Scene_Loop_Set_Default(kKP03MainLoopBombExploded);
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} else if (Game_Flag_Query(kFlagKP03BombDisarmed)) {
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Scene_Loop_Set_Default(kKP03MainLoopBombNoWire);
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} else {
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Scene_Loop_Set_Default(kKP03MainLoopBombActive);
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Game_Flag_Set(kFlagKP03BombActive);
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}
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if (( Actor_Query_Goal_Number(kActorSteele) != kGoalSteeleGone
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&& !Game_Flag_Query(kFlagKP03BombExploded)
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&& !Game_Flag_Query(kFlagKP03BombDisarmed)
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)
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&& ((Game_Flag_Query(kFlagMcCoyIsHelpingReplicants)
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&& Game_Flag_Query(kFlagKP05toKP03)
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)
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|| (!Game_Flag_Query(kFlagMcCoyIsHelpingReplicants)
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&& Game_Flag_Query(kFlagKP01toKP03)
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)
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)
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) {
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Actor_Put_In_Set(kActorSteele, kSetKP03);
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Actor_Set_At_XYZ(kActorSteele, -300.0f, -36.55f, 26.0f, 350);
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}
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}
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void SceneScriptKP03::SceneLoaded() {
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Obstacle_Object("BRACK MID", true);
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Unobstacle_Object("OBSTACLE_REMOVE", true);
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Unobstacle_Object("BOX11", true);
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Unobstacle_Object("OBSTACLE05", true);
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Clickable_Object("BRACK MID");
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}
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bool SceneScriptKP03::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptKP03::ClickedOn3DObject(const char *objectName, bool combatMode) {
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Actor_Face_Object(kActorSteele, "BRACK MID", true);
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if ( Object_Query_Click("BRACK MID", objectName)
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&& !Game_Flag_Query(kFlagKP03BombExploded)
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) {
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if (combatMode) {
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Scene_Loop_Set_Default(kKP03MainLoopBombExploded);
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Scene_Loop_Start_Special(kSceneLoopModeOnce, kKP03MainLoopBombExploding, true);
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Actor_Change_Animation_Mode(kActorMcCoy, 39);
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Actor_Retired_Here(kActorMcCoy, 72, 18, true, -1);
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Game_Flag_Set(kFlagKP03BombExploded);
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Game_Flag_Reset(kFlagKP03BombActive);
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return false;
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}
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if (Actor_Query_Goal_Number(kActorSteele) == kGoalSteeleKP03Walk) {
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Scene_Exits_Enable();
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saveSteele();
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} else {
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if (Game_Flag_Query(kFlagKP01toKP03)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -137.0f, -36.55f, 26.0f, 0, false, true, false);
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} else if (Game_Flag_Query(kFlagKP05toKP03)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -50.0f, -36.55f, 78.0f, 0, false, true, false);
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}
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if (Game_Flag_Query(kFlagKP03BombActive)) {
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Actor_Face_Object(kActorMcCoy, "BRACK MID", true);
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Game_Flag_Set(kFlagKP03BombDisarmed);
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Game_Flag_Reset(kFlagKP03BombActive);
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Scene_Loop_Set_Default(kKP03MainLoopBombNoWire);
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Scene_Loop_Start_Special(kSceneLoopModeOnce, kKP03MainLoopBombInactive, false);
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if (_vm->_cutContent) {
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Actor_Voice_Over(1100, kActorVoiceOver); // I'd been lucky this time.
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}
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Actor_Voice_Over(1110, kActorVoiceOver);
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Actor_Voice_Over(1120, kActorVoiceOver);
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if (_vm->_cutContent) {
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Actor_Voice_Over(1130, kActorVoiceOver); // One false step and...
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}
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} else {
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Actor_Face_Object(kActorMcCoy, "BRACK MID", true);
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Actor_Says(kActorMcCoy, 8580, 13);
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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 SceneScriptKP03::ClickedOnActor(int actorId) {
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if (actorId == kActorSteele
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&& Actor_Query_Goal_Number(kActorSteele) == kGoalSteeleKP03Walk
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) {
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Actor_Face_Object(kActorSteele, "BRACK MID", true);
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saveSteele();
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}
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return false;
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}
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bool SceneScriptKP03::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptKP03::ClickedOnExit(int exitId) {
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if (Actor_Query_Goal_Number(kActorSteele) == 410) {
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Actor_Set_Goal_Number(kActorSteele, kGoalSteeleKP03ShootMcCoy);
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} else {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1.0f, -36.55f, 111.0f, 0, true, false, 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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Music_Stop(2u);
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Game_Flag_Reset(kFlagKP01toKP03);
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Game_Flag_Reset(kFlagKP05toKP03);
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Game_Flag_Set(kFlagKP03toKP05);
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Set_Enter(kSetKP05_KP06, kSceneKP05);
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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, -321.0f, -36.55f, 26.0f, 0, true, false, 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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Music_Stop(2u);
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Game_Flag_Reset(kFlagKP01toKP03);
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Game_Flag_Reset(kFlagKP05toKP03);
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Game_Flag_Set(kFlagKP03toKP01);
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Set_Enter(kSetKP01, kSceneKP01);
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}
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return true;
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}
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}
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return false;
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}
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bool SceneScriptKP03::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptKP03::SceneFrameAdvanced(int frame) {
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if (frame == 123) {
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Ambient_Sounds_Play_Sound(kSfxCRYEXPL1, 99, -60, 100, 99);
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}
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if ( Game_Flag_Query(kFlagKP03BombActive)
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&& !Game_Flag_Query(kFlagKP03BombDisarmed)
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&& !Game_Flag_Query(kFlagKP03BombExploded)
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) {
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float x, y, z;
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int bombTriggeredByActor = -1;
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Actor_Query_XYZ(kActorMcCoy, &x, &y, &z);
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if ((Game_Flag_Query(kFlagKP01toKP03) && -130.0f < x )
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|| (Game_Flag_Query(kFlagKP05toKP03) && -130.0f > x)
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) {
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bombTriggeredByActor = kActorMcCoy;
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}
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Actor_Query_XYZ(kActorSteele, &x, &y, &z);
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#if BLADERUNNER_ORIGINAL_BUGS
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if (Game_Flag_Query(kFlagMcCoyIsHelpingReplicants)
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&& Actor_Query_Which_Set_In(kActorSteele) == kSetKP03
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) {
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if ((Game_Flag_Query(kFlagKP01toKP03) && -130.0f > x)
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|| (Game_Flag_Query(kFlagKP05toKP03) && -130.0f < x)
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) {
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bombTriggeredByActor = kActorSteele;
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}
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} else if ((Game_Flag_Query(kFlagKP01toKP03) && -130.0f < x)
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|| (Game_Flag_Query(kFlagKP05toKP03) && -130.0f > x)
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) {
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bombTriggeredByActor = kActorSteele;
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}
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#else
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// In both cases we're concerned about Steele's position within the current set
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// So the check for her being in KP03 should cover both cases,
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// even though, the first (when McCoy is helping Replicants)
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// is untriggered in the vanilla game and thus Steele won't be in this set then.
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// (She would be in KP05 with exits disabled)
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// The code that gets triggered (McCoy is NOT helping Replicants)
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// would not check for Steele's current set, and so while it did work, it was prone to errors
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// since wherever Steele is, if she's moving or if she's teleported by some piece of code
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// her x position (in the other set where she's in) could trigger the bomb.
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if (Actor_Query_Which_Set_In(kActorSteele) == kSetKP03) {
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if (Game_Flag_Query(kFlagMcCoyIsHelpingReplicants)) {
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if ((Game_Flag_Query(kFlagKP01toKP03) && -130.0f > x)
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|| (Game_Flag_Query(kFlagKP05toKP03) && -130.0f < x)
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) {
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bombTriggeredByActor = kActorSteele;
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}
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} else if ((Game_Flag_Query(kFlagKP01toKP03) && -130.0f < x)
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|| (Game_Flag_Query(kFlagKP05toKP03) && -130.0f > x)
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) {
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bombTriggeredByActor = kActorSteele;
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}
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}
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#endif
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if (bombTriggeredByActor != -1) {
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Scene_Loop_Set_Default(kKP03MainLoopBombExploded);
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Scene_Loop_Start_Special(kSceneLoopModeOnce, kKP03MainLoopBombExploding, true);
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Game_Flag_Set(kFlagKP03BombExploded);
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Game_Flag_Reset(kFlagKP03BombActive);
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Unclickable_Object("BRACK MID");
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Scene_Exits_Enable();
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if (bombTriggeredByActor == kActorSteele) {
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Actor_Set_Goal_Number(kActorSteele, kGoalSteeleKP03Exploded);
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Music_Play(kMusicCrysDie1, 25, 0, 1, -1, kMusicLoopPlayOnce, 0);
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if (Actor_Query_Inch_Distance_From_Actor(kActorMcCoy, kActorSteele) <= 120) {
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bombTriggeredByActor = kActorMcCoy;
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}
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}
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if (bombTriggeredByActor == kActorSteele) {
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeHit);
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} else {
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Actor_Force_Stop_Walking(kActorMcCoy);
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie);
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Actor_Retired_Here(kActorMcCoy, 72, 18, true, -1);
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}
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}
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}
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}
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void SceneScriptKP03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptKP03::PlayerWalkedIn() {
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if (Game_Flag_Query(kFlagKP05toKP03)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1.0f, -36.55f, 87.0f, 0, false, false, false);
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}
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if (Actor_Query_Is_In_Current_Set(kActorSteele)
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&& Actor_Query_Goal_Number(kActorSteele) != kGoalSteeleKP03Dead
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) {
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if (Game_Flag_Query(kFlagMcCoyIsHelpingReplicants)) {
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if (Game_Flag_Query(kFlagKP05toKP03)) {
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Actor_Set_Goal_Number(kActorSteele, 410);
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}
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return;
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}
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if (!Game_Flag_Query(kFlagKP03BombExploded)
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&& !Game_Flag_Query(kFlagKP03BombDisarmed)
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&& Game_Flag_Query(kFlagKP01toKP03)
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) {
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Scene_Exits_Disable();
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Delay(1000);
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Actor_Set_Goal_Number(kActorSteele, kGoalSteeleKP03Walk);
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}
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}
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}
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void SceneScriptKP03::PlayerWalkedOut() {
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}
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void SceneScriptKP03::DialogueQueueFlushed(int a1) {
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}
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void SceneScriptKP03::saveSteele() {
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Player_Loses_Control();
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Actor_Says(kActorMcCoy, 2180, 14);
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Actor_Set_Goal_Number(kActorSteele, kGoalSteeleKP03StopWalking);
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Actor_Says(kActorSteele, 480, 60);
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Actor_Face_Object(kActorMcCoy, "BRACK MID", true);
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Actor_Says(kActorMcCoy, 2185, 14);
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Loop_Actor_Walk_To_XYZ(kActorSteele, -137.0f, -36.55f, 26.0f, 0, false, false, false);
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Actor_Face_Object(kActorSteele, "BRACK MID", true);
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Actor_Says(kActorSteele, 490, 58);
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Actor_Says(kActorMcCoy, 2190, 14);
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Actor_Says(kActorSteele, 500, 58);
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Actor_Says(kActorSteele, 510, 59);
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Actor_Says(kActorSteele, 520, 60);
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Game_Flag_Set(kFlagKP03BombDisarmed);
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Game_Flag_Reset(kFlagKP03BombActive);
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Scene_Loop_Set_Default(kKP03MainLoopBombNoWire);
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Scene_Loop_Start_Special(kSceneLoopModeOnce, kKP03MainLoopBombNoWire, false);
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Actor_Set_Goal_Number(kActorSteele, kGoalSteeleKP03Leave);
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Actor_Says(kActorMcCoy, 2195, 14);
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Ambient_Sounds_Play_Sound(kSfxLABMISC6, 40, -60, -60, 0);
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1.0f, -36.55f, 111.0f, 0, false, false, false);
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Actor_Set_Goal_Number(kActorSteele, kGoalSteeleKP05Enter);
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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_Reset(kFlagKP01toKP03);
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Game_Flag_Reset(kFlagKP05toKP03);
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Game_Flag_Set(kFlagKP03toKP05);
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Set_Enter(kSetKP05_KP06, kSceneKP05);
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Player_Gains_Control();
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}
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} // End of namespace BladeRunner
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