Files
scummvm-cursorfix/engines/bladerunner/script/scene/ug15.cpp
2026-02-02 04:50:13 +01:00

241 lines
8.4 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 {
enum UG15Loops {
kUG15LoopMainLoop = 0,
kUG15LoopBridgeBreaks = 2,
kUG15LoopMainLoopBridgeBroken = 3
};
void SceneScriptUG15::InitializeScene() {
if (Game_Flag_Query(kFlagUG17toUG15)) {
Setup_Scene_Information( -25.0f, 26.31f, -434.0f, 520);
} else if (Game_Flag_Query(kFlagUG16toUG15a)) {
Setup_Scene_Information( -17.0f, 26.31f, -346.0f, 711);
} else if (Game_Flag_Query(kFlagUG16toUG15b)) {
Setup_Scene_Information( -18.0f, 48.07f, 62.0f, 650);
} else {
Setup_Scene_Information(-238.0f, 48.07f, 222.0f, 180);
if (Game_Flag_Query(kFlagUG15RatShot)
&& (Random_Query(1, 10) == 10)
&& !(_vm->_cutContent && Query_Difficulty_Level() == kGameDifficultyEasy)
) {
Game_Flag_Reset(kFlagUG15RatShot);
}
}
if (Game_Flag_Query(kFlagUG15BridgeBroken)) {
Scene_Loop_Set_Default(kUG15LoopMainLoopBridgeBroken);
}
if (Game_Flag_Query(kFlagUG17toUG15)
|| Game_Flag_Query(kFlagUG16toUG15a)
) {
Scene_Exit_Add_2D_Exit(0, 260, 0, 307, 298, 0);
Scene_Exit_Add_2D_Exit(1, 301, 147, 337, 304, 1);
Game_Flag_Reset(kFlagUG17toUG15);
Game_Flag_Reset(kFlagUG16toUG15a);
} else {
Scene_Exit_Add_2D_Exit(2, 406, 128, 480, 316, 1);
Scene_Exit_Add_2D_Exit(3, 0, 0, 30, 479, 3);
}
Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 71, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxBOILPOT2, 45, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 76, 0, 1);
Ambient_Sounds_Add_Sound(kSfxBBDRIP1, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP2, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP3, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP4, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP5, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxYELL1M2, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxYELL1M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT1M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT2M2, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT2M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSTEAM1, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSTEAM3, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSTEAM6A, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK1, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK2, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK3, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK4, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
}
void SceneScriptUG15::SceneLoaded() {
Unobstacle_Object("CATWALK_01_RAIL02", true);
Unobstacle_Object("LOFT01", true);
Obstacle_Object("NUT1", true);
Clickable_Object("NUT1");
#if BLADERUNNER_ORIGINAL_BUGS
#else
Unclickable_Object("NUT1");
#endif // BLADERUNNER_ORIGINAL_BUGS
}
bool SceneScriptUG15::MouseClick(int x, int y) {
return false;
}
bool SceneScriptUG15::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptUG15::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptUG15::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptUG15::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -25.0f, 26.31f, -434.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagUG15toUG17);
Set_Enter(kSetUG17, kSceneUG17);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -17.0f, 26.31f, -346.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagUG15toUG16a);
Set_Enter(kSetUG16, kSceneUG16);
}
return true;
}
if (exitId == 2) {
int ratGoal = Actor_Query_Goal_Number(kActorFreeSlotA);
if (ratGoal >= 300 // kGoalFreeSlotAUG15Wait
&& ratGoal <= 303 // kGoalFreeSlotAUG15RunBack
) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -137.61f, 48.07f, 147.12f, 0, true, false, false);
} else if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 18.0f, 52.28f, 46.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagUG15toUG16b);
Set_Enter(kSetUG16, kSceneUG16);
}
return true;
}
if (exitId == 3) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -238.0f, 52.46f, 222.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagUG15toUG13);
Set_Enter(kSetUG13, kSceneUG13);
}
return true;
}
return false;
}
bool SceneScriptUG15::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptUG15::SceneFrameAdvanced(int frame) {
if (Actor_Query_Goal_Number(kActorFreeSlotA) == kGoalFreeSlotAUG15Wait) {
float x, y, z;
Actor_Query_XYZ(kActorMcCoy, &x, &y, &z);
if (-160.0f <= x
&& 220.0f > z
) {
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAUG15WalkOut);
}
}
if (frame == 61) {
Ambient_Sounds_Play_Sound(kSfxPLANKDWN, 80, 0, 0, 99);
}
if ( Game_Flag_Query(kFlagUG15BridgeWillBreak)
&& !Game_Flag_Query(kFlagUG15BridgeBroken)
) {
float x, y, z;
Actor_Query_XYZ(kActorMcCoy, &x, &y, &z);
if ( -180.0f <= x
&& 220.0f > z
&& !Game_Flag_Query(kFlagUG15BridgeBreaks)
) {
Game_Flag_Set(kFlagUG15BridgeBreaks);
Game_Flag_Set(kFlagUG15BridgeBroken);
Scene_Loop_Set_Default(kUG15LoopMainLoopBridgeBroken);
Scene_Loop_Start_Special(kSceneLoopModeOnce, kUG15LoopBridgeBreaks, true);
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyUG15Fall);
Actor_Query_XYZ(kActorFreeSlotA, &x, &y, &z);
if (-200.0f < x
&& -62.0f > x
) {
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAUG15Fall);
}
}
}
// return false;
}
void SceneScriptUG15::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptUG15::PlayerWalkedIn() {
if (Game_Flag_Query(kFlagUG16toUG15b)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -62.0f, 48.07f, 102.0f, 0, false, false, false);
Game_Flag_Reset(kFlagUG16toUG15b);
} else if (Game_Flag_Query(kFlagUG13toUG15)) {
Game_Flag_Reset(kFlagUG13toUG15);
if (!Game_Flag_Query(kFlagUG15RatShot)) {
Actor_Set_Goal_Number(kActorFreeSlotA, kGoalFreeSlotAUG15Prepare);
}
if (_vm->_cutContent && Random_Query(1, 5) == 5) {
Overlay_Play("UG15OVER", 0, false, true, 0);
}
} else if (_vm->_cutContent && Random_Query(1, 3) == 1) {
// Show the roach more "often" if McCoy is on the back area of this scene
Overlay_Play("UG15OVER", 0, false, true, 0);
}
}
void SceneScriptUG15::PlayerWalkedOut() {
}
void SceneScriptUG15::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner