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scummvm-cursorfix/engines/bladerunner/script/scene/ps15.cpp
2026-02-02 04:50:13 +01:00

260 lines
10 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 SceneScriptPS15::InitializeScene() {
Setup_Scene_Information(-360.0f, -113.43f, 50.0f, 0);
Scene_Exit_Add_2D_Exit(0, 0, 0, 20, 479, 3);
Scene_Exit_Add_2D_Exit(1, 620, 0, 639, 479, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxRUMLOOP1, 20, 1, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxLABAMB3, 80, 0, 1);
Ambient_Sounds_Add_Sound(kSfxPHONE1, 5, 50, 8, 8, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxPAGE1, 5, 20, 30, 30, -70, 70, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxPAGE2, 5, 20, 30, 30, -70, 70, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxPAGE3, 5, 20, 30, 30, -70, 70, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSWEEP3, 5, 20, 5, 9, -70, 70, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSWEEP4, 5, 20, 5, 9, -70, 70, -101, -101, 0, 0);
Actor_Put_In_Set(kActorSergeantWalls, kSetPS15);
Actor_Set_At_XYZ(kActorSergeantWalls, -265.4f, -113.43f, -31.29f, 623);
}
void SceneScriptPS15::SceneLoaded() {
Obstacle_Object("E.ARCH", true);
if (Global_Variable_Query(kVariableChapter) == 2) {
Item_Add_To_World(kItemWeaponsCrate, kModelAnimationWeaponsCrate, kSetPS15, -208.0f, -113.43f, 30.28f, 750, 16, 12, false, true, false, true);
}
}
bool SceneScriptPS15::MouseClick(int x, int y) {
return false;
}
bool SceneScriptPS15::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptPS15::ClickedOnActor(int actorId) {
if (actorId == kActorSergeantWalls) {
if (
#if BLADERUNNER_ORIGINAL_BUGS
(Actor_Clue_Query(kActorMcCoy, kClueWeaponsOrderForm)
|| Actor_Clue_Query(kActorMcCoy, kCluePoliceIssueWeapons))
&& !Actor_Clue_Query(kActorMcCoy, kClueShippingForm)
#else
(Actor_Clue_Query(kActorMcCoy, kClueShippingForm)
|| Actor_Clue_Query(kActorMcCoy, kCluePoliceIssueWeapons))
&& !Actor_Clue_Query(kActorMcCoy, kClueWeaponsOrderForm)
#endif // BLADERUNNER_ORIGINAL_BUGS
) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -256.0f, -113.43f, 43.51f, 0, true, false, false)) {
Actor_Face_Actor(kActorMcCoy, kActorSergeantWalls, true);
Actor_Face_Actor(kActorSergeantWalls, kActorMcCoy, true);
Actor_Says(kActorMcCoy, 4470, 17);
Actor_Says(kActorSergeantWalls, 130, 12);
Actor_Says(kActorMcCoy, 4475, 18);
Actor_Says(kActorMcCoy, 4480, 13);
Actor_Says(kActorSergeantWalls, 140, 16);
Item_Pickup_Spin_Effect(kModelAnimationWeaponsOrderForm, 211, 239);
Actor_Says(kActorSergeantWalls, 150, 14);
#if BLADERUNNER_ORIGINAL_BUGS
// This code makes no sense (why remove the order form from the world,
// when it's not added (it only gets added when kFlagPS04WeaponsOrderForm is set)
// Also, why remove the kItemWeaponsOrderForm when McCoy acquires the kClueShippingForm from Walls?
Actor_Clue_Acquire(kActorMcCoy, kClueShippingForm, true, kActorSergeantWalls);
if (!Game_Flag_Query(kFlagPS04WeaponsOrderForm)) {
Item_Remove_From_World(kItemWeaponsOrderForm);
}
#else
// BugFix: McCoy here gets the kClueWeaponsOrderForm form from Sgt Walls
// (not the shipping form)
// and if the order form was added to Guzza's office (PS04),
// then the kFlagPS04WeaponsOrderForm would be set
// so in that case we remove the item from the game world (ie. from PS04)
Actor_Clue_Acquire(kActorMcCoy, kClueWeaponsOrderForm, true, kActorSergeantWalls);
if (Game_Flag_Query(kFlagPS04WeaponsOrderForm)) {
Item_Remove_From_World(kItemWeaponsOrderForm);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
}
} else {
Actor_Face_Actor(kActorMcCoy, kActorSergeantWalls, true);
Actor_Says(kActorMcCoy, 8600, 15);
if (_vm->_cutContent) {
switch (Random_Query(1, 2)) {
case 1:
Actor_Says(kActorSergeantWalls, 190, 12);
break;
case 2:
Actor_Says(kActorSergeantWalls, 200, 12);
break;
}
} else {
Actor_Says(kActorSergeantWalls, 190, 12);
}
}
return true;
}
return false;
}
bool SceneScriptPS15::ClickedOnItem(int itemId, bool a2) {
if (itemId == kItemWeaponsCrate) {
if (
#if BLADERUNNER_ORIGINAL_BUGS
// the check here ideally should be about kClueShippingForm
// although it suffices that we also check for kCluePoliceIssueWeapons (logic AND)
// and the additional check for kClueWeaponsOrderForm does not affect anything
Actor_Clue_Query(kActorMcCoy, kClueWeaponsOrderForm)
#else
Actor_Clue_Query(kActorMcCoy, kClueShippingForm)
#endif // BLADERUNNER_ORIGINAL_BUGS
&& Actor_Clue_Query(kActorMcCoy, kCluePoliceIssueWeapons)
) {
#if BLADERUNNER_ORIGINAL_BUGS
#else
// McCoy should face the crate when saying "I've got all I can from that."
Actor_Face_Item(kActorMcCoy, kItemWeaponsCrate, true);
#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Says(kActorMcCoy, 8570, 14);
} else {
#if BLADERUNNER_ORIGINAL_BUGS
#else
// A form is added to McCoy's KIA from examining the crate
// but no item pickup effect was playing in the original
Item_Pickup_Spin_Effect(kModelAnimationWeaponsOrderForm, 411, 333);
#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Face_Actor(kActorMcCoy, kActorSergeantWalls, true);
Actor_Face_Actor(kActorSergeantWalls, kActorMcCoy, true);
Actor_Says(kActorMcCoy, 4485, 17);
Actor_Says(kActorSergeantWalls, 160, 14);
Actor_Says(kActorMcCoy, 4490, 12);
Actor_Says(kActorSergeantWalls, 170, 13);
#if BLADERUNNER_ORIGINAL_BUGS
// if the player did not get the weapons order form from Guzza's office, they get it here
Actor_Clue_Acquire(kActorMcCoy, kClueWeaponsOrderForm, true, kActorMcCoy);
// A bug? Shouldn't the last argument be -1 or kActorSergeantWalls here?
Actor_Clue_Acquire(kActorMcCoy, kCluePoliceIssueWeapons, true, kActorMcCoy);
#else
// Bugfix: Shipping form makes more sense to be attached to the box of weapons
// Order form is now acquired from Walls or from Guzza's office
if (!Actor_Clue_Query(kActorMcCoy, kClueShippingForm)) {
// (McCoy apparently finds it attached to the weapon's shipment crate)
// It's not given by Sgt Walls, so McCoy is credited for the clue find
Actor_Clue_Acquire(kActorMcCoy, kClueShippingForm, true, kActorMcCoy);
}
Actor_Clue_Acquire(kActorMcCoy, kCluePoliceIssueWeapons, true, kActorSergeantWalls);
#endif // BLADERUNNER_ORIGINAL_BUGS
}
return true;
}
return false;
}
bool SceneScriptPS15::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -360.0f, -113.43f, 50.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagPS15toPS05);
Set_Enter(kSetPS05, kScenePS05);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -183.58f, -113.43f, 91.7f, 0, true, false, false)) {
Actor_Says(kActorMcCoy, 4440, 18);
Actor_Says(kActorSergeantWalls, 150, 17);
#if BLADERUNNER_ORIGINAL_BUGS
// Sometimes the scene transition code (or the Ambient_Sounds_Remove_All_Non_Looping_Sounds)
// would stop this from playing (rare occasions)
// Solution: moved into PS10 code
Sound_Play(kSfxLABBUZZ1, 90, 0, 0, 50);
#endif // BLADERUNNER_ORIGINAL_BUGS
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Set_Enter(kSetPS10_PS11_PS12_PS13, kScenePS10);
}
return true;
}
return false;
}
bool SceneScriptPS15::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptPS15::SceneFrameAdvanced(int frame) {
}
void SceneScriptPS15::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptPS15::PlayerWalkedIn() {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -326.93f, -113.43f, 101.42f, 0, false, false, false);
if (!Game_Flag_Query(kFlagPS15Entered)) {
Actor_Face_Actor(kActorMcCoy, kActorSergeantWalls, true);
Actor_Face_Actor(kActorSergeantWalls, kActorMcCoy, true);
Actor_Says(kActorSergeantWalls, 0, 12);
Actor_Says(kActorMcCoy, 4445, 18);
Actor_Says(kActorSergeantWalls, 10, 12);
Actor_Says(kActorMcCoy, 4450, 18);
if (_vm->_cutContent && !Game_Flag_Query(kFlagSergeantWallsMazeInstructions)) {
// TODO: These instructions don't make much sense... Is it better to not restore this at all?
// Could there have been a system with a bell-tone that was removed from the original version?
Game_Flag_Set(kFlagSergeantWallsMazeInstructions);
Actor_Says(kActorSergeantWalls, 20, 13);
Actor_Says(kActorSergeantWalls, 30, 12);
Actor_Says(kActorMcCoy, 4455, 12);
Actor_Says(kActorSergeantWalls, 40, 12);
Actor_Says(kActorSergeantWalls, 50, 12);
}
Actor_Says(kActorSergeantWalls, 60, 13);
Actor_Says(kActorSergeantWalls, 70, 12);
Actor_Says(kActorMcCoy, 4460, 15);
Actor_Says(kActorSergeantWalls, 80, 13);
Actor_Says(kActorMcCoy, 4465, 16);
Actor_Says(kActorSergeantWalls, 90, 13);
Actor_Says(kActorSergeantWalls, 100, 14);
Actor_Says(kActorSergeantWalls, 110, 15);
Actor_Says(kActorSergeantWalls, 120, 15);
Actor_Says(kActorMcCoy, 4555, 14);
Game_Flag_Set(kFlagPS15Entered);
//return true;
return;
} else {
//return false;
return;
}
}
void SceneScriptPS15::PlayerWalkedOut() {
}
void SceneScriptPS15::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner