/* 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "bladerunner/script/script.h" namespace BladeRunner { void ScriptRC01::InitializeScene() { #if _DEBUG //TODO: not part of game, remove Game_Flag_Set(24); // force skip intro // Game_Flag_Set(9); // Force flag 9 so McCoy will be in view Footstep_Sound_Override_On(0); #endif if (!Game_Flag_Query(24)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Outtake_Play(28, 1, -1); // WSTLGO_E.VQA Outtake_Play(41, 1, -1); // BRLOGO_E.VQA Outtake_Play(0, 0, -1); // INTRO_E.VQA Outtake_Play(33, 1, -1); // DSCENT_E.VQA } if (Game_Flag_Query(9)) { Setup_Scene_Information(-171.16f, 5.55f, 27.28f, 616); } else if (Game_Flag_Query(114)) { Setup_Scene_Information(-471.98f, -0.30f, 258.15f, 616); } else { Setup_Scene_Information(-10.98f, -0.30f, 318.15f, 616); } Scene_Exit_Add_2D_Exit(0, 314, 145, 340, 255, 0); if (Game_Flag_Query(249)) { Scene_Exit_Add_2D_Exit(1, 482, 226, 639, 280, 2); } if (Global_Variable_Query(1) > 1 && Game_Flag_Query(710)) { Scene_Exit_Add_2D_Exit(2, 0, 0, 10, 479, 3); } if (!Game_Flag_Query(186)) { Scene_2D_Region_Add(0, 0, 294, 296, 479); } Ambient_Sounds_Remove_All_Non_Looping_Sounds(0); Ambient_Sounds_Add_Looping_Sound(54, 30, 0, 1); // CTRAIN1.AUD if (!Game_Flag_Query(186)) { Ambient_Sounds_Add_Sound(181, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0470R.AUD Ambient_Sounds_Add_Sound(182, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0480R.AUD Ambient_Sounds_Add_Sound(183, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0500R.AUD Ambient_Sounds_Add_Sound(184, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0540R.AUD Ambient_Sounds_Add_Sound(185, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0560R.AUD Ambient_Sounds_Add_Sound(186, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0870R.AUD Ambient_Sounds_Add_Sound(188, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0900R.AUD Ambient_Sounds_Add_Sound(189, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0940R.AUD Ambient_Sounds_Add_Sound(190, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0960R.AUD Ambient_Sounds_Add_Sound(191, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_1070R.AUD Ambient_Sounds_Add_Sound(192, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_1080R.AUD Ambient_Sounds_Add_Sound(193, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_1100R.AUD Ambient_Sounds_Add_Sound(194, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_1140R.AUD Ambient_Sounds_Add_Sound(195, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_1160R.AUD } Ambient_Sounds_Add_Looping_Sound(81, 60, 100, 1); // RCAMBR1.AUD Ambient_Sounds_Add_Sound(82, 5, 30, 30, 50, -100, 100, -101, -101, 0, 0); // RCCARBY1.AUD Ambient_Sounds_Add_Sound(83, 5, 30, 30, 55, -100, 100, -101, -101, 0, 0); // RCCARBY2.AUD Ambient_Sounds_Add_Sound(84, 5, 30, 30, 50, -100, 100, -101, -101, 0, 0); // RCCARBY3.AUD Ambient_Sounds_Add_Sound(67, 10, 50, 30, 50, -100, 100, -101, -101, 0, 0); // SPIN2A.AUD Ambient_Sounds_Add_Sound(87, 20, 80, 20, 40, -100, 100, -101, -101, 0, 0); // SIREN2.AUD if (Game_Flag_Query(186)) { if (!Game_Flag_Query(9) && !Game_Flag_Query(114)) { Scene_Loop_Start_Special(0, 5, 0); } if (Game_Flag_Query(249)) { Scene_Loop_Set_Default(6); } else { Scene_Loop_Set_Default(10); } } else { if (!Game_Flag_Query(9) && !Game_Flag_Query(114)) { Scene_Loop_Start_Special(0, 0, 0); } Scene_Loop_Set_Default(1); } I_Sez("Blade Runner"); I_Sez(""); I_Sez("From the dark recesses of David Leary's imagination comes a game unlike any"); I_Sez("other. Blade Runner immerses you in the underbelly of future Los Angeles. Right"); I_Sez("from the start, the story pulls you in with graphic descriptions of a"); I_Sez("grandmother doing the shimmy in her underwear, child molestation, brutal"); I_Sez("cold-blooded slaying of innocent animals, vomiting on desks, staring at a"); I_Sez("woman's ass, the list goes on. And when the game starts, the real fun begins -"); I_Sez("shoot down-on-their-luck homeless people and toss them into a dumpster. Watch"); I_Sez("with sadistic glee as a dog gets blown into chunky, bloody, bits by an"); I_Sez("explosive, and even murder a shy little girl who loves you. If you think David"); I_Sez("Leary is sick, and you like sick, this is THE game for you."); I_Sez(""); I_Sez("JW: Don't forget the wasting of helpless mutated cripples in the underground."); I_Sez("It's such a beautiful thing!"); I_Sez(""); I_Sez("DL: Go ahead. Just keep beating that snarling pit bull...ignore the foam"); I_Sez("around his jaws. There's room on the top shelf of my fridge for at least one"); I_Sez("more head... - Psychotic Dave"); I_Sez(""); } void ScriptRC01::SceneLoaded() { Obstacle_Object("HYDRANT02", true); Obstacle_Object("PARKING METER 04", true); Obstacle_Object("CHEVY PROP", true); Obstacle_Object("PARKING METER 01", true); Obstacle_Object("T-CAN01", true); Obstacle_Object("BARICADE01", true); Obstacle_Object("BARICADE02", true); Obstacle_Object("DOOR LEFT", true); Unobstacle_Object("BOX06", true); Clickable_Object("DOORWAY01"); Clickable_Object("DOOR LEFT"); Clickable_Object("HYDRANT02"); Clickable_Object("T-CAN01"); Clickable_Object("BARICADE01"); Clickable_Object("70_1"); Clickable_Object("70_2"); Clickable_Object("70_3"); Clickable_Object("70_5"); Clickable_Object("70_6"); Unclickable_Object("BARICADE02"); Unclickable_Object("BARICADE05"); Unclickable_Object("SPINNER BODY"); Unclickable_Object("HORSE01"); Unclickable_Object("DOORWAY01"); Unobstacle_Object("DOORWAY01", true); if (Game_Flag_Query(186)) { Unclickable_Object("70_1"); Unclickable_Object("70_2"); Unclickable_Object("70_3"); Unclickable_Object("70_5"); Unclickable_Object("70_6"); Unclickable_Object("BARICADE01"); Unclickable_Object("BARICADE03"); Unclickable_Object("BARICADE04"); Unobstacle_Object("70_1", true); Unobstacle_Object("70_2", true); Unobstacle_Object("70_3", true); Unobstacle_Object("70_5", true); Unobstacle_Object("70_6", true); Unobstacle_Object("BARICADE01", true); Unobstacle_Object("BARICADE02", true); Unobstacle_Object("BARICADE03", true); Unobstacle_Object("BARICADE04", true); Unobstacle_Object("BARICADE05", true); } if (!Game_Flag_Query(186)) { Preload(13); Preload(14); Preload(19); Preload(582); Preload(589); } if (!Game_Flag_Query(163)) { Item_Add_To_World(66, 938, 69, -148.60f, -0.30f, 225.15f, 256, 24, 24, false, true, false, true); } if (!Game_Flag_Query(24)) { ADQ_Flush(); Actor_Voice_Over(1830, 99); Actor_Voice_Over(1850, 99); if (!Game_Flag_Query(378)) { Actor_Voice_Over(1860, 99); I_Sez("MG: Is David Leary a self-respecting human or is he powered by rechargeable"); I_Sez("batteries?\n"); } Game_Flag_Set(24); } } bool ScriptRC01::MouseClick(int x, int y) { return y >= 430; } bool ScriptRC01::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("BARICADE01", objectName) || Object_Query_Click("BARICADE03", objectName) || Object_Query_Click("BARICADE04", objectName) || Object_Query_Click("70_1", objectName) || Object_Query_Click("70_2", objectName) || Object_Query_Click("70_3", objectName) || Object_Query_Click("70_5", objectName) || Object_Query_Click("70_6", objectName)) { sub_403850(); return true; } if (Object_Query_Click("HYDRANT02", objectName)) { if (!Loop_Actor_Walk_To_Scene_Object(0, "HYDRANT02", 60, true, false)) { if (Actor_Clue_Query(0, 26)) { Actor_Says(0, 6975, 3); } else { Actor_Face_Object(0, "HYDRANT02", true); Actor_Voice_Over(1880, 99); Actor_Voice_Over(1890, 99); I_Sez("JM: That McCoy--he's one funny guy! Jet-black fire truck, hehehehe..."); Actor_Clue_Acquire(0, 26, 1, -1); } } return true; } if (Object_Query_Click("DOOR LEFT", objectName)) { if (!Loop_Actor_Walk_To_Scene_Object(0, "DOOR LEFT", 48, true, false)) { Actor_Face_Object(0, "DOOR LEFT", true); if (!Actor_Clue_Query(0, 2) && Actor_Query_In_Set(23, 69) && Global_Variable_Query(1)) { Actor_Set_Goal_Number(23, 0); Actor_Face_Actor(23, 0, true); Actor_Says(23, 0, 12); Actor_Says(0, 4495, 13); Actor_Clue_Acquire(0, 2, 1, 23); } else { Actor_Says(0, 8570, 14); } Actor_Clue_Acquire(0, 1, 1, -1); } return true; } if (Object_Query_Click("T-CAN01", objectName)) { if (!Loop_Actor_Walk_To_Scene_Object(0, "T-CAN01", 24, true, false)) { Actor_Face_Object(0, "T-CAN01", true); Actor_Voice_Over(1810, 99); Actor_Voice_Over(1820, 99); } return true; } return false; } bool ScriptRC01::ClickedOnActor(int actorId) { if (actorId == 23 && Global_Variable_Query(1) == 1) { if (!Loop_Actor_Walk_To_Actor(0, 23, 36, 1, false)) { Actor_Face_Actor(0, 23, true); Actor_Face_Actor(23, 0, true); if (Actor_Query_Goal_Number(23) == 1) { Actor_Set_Goal_Number(23, 0); } if (Game_Flag_Query(3)) { Actor_Says(0, 4535, 13); Game_Flag_Set(392); if (Actor_Clue_Query(23, 16) && !Actor_Clue_Query(0, 16)) { Actor_Face_Object(23, "70_1", true); Actor_Says(23, 100, 15); Actor_Face_Actor(23, 0, true); Actor_Clue_Acquire(0, 16, 1, 23); Game_Flag_Reset(392); } else if (Actor_Clue_Query(23, 17) && !Actor_Clue_Query(0, 17)) { Actor_Face_Object(23, "70_5", true); Actor_Says(23, 120, 19); Actor_Face_Actor(23, 0, true); Actor_Says(23, 130, 14); I_Sez("JM: Did it have a huge, ugly piece of chrome on it?"); Actor_Clue_Acquire(0, 17, 1, 23); Game_Flag_Reset(392); } else { Actor_Says(23, 90, 16); I_Sez("JM: This officer has a talent for vivid metaphors."); if (!Game_Flag_Query(397)) { I_Sez("DL: What is that supposed to mean? I didn't write this line..."); Actor_Says(0, 4540, 16); Game_Flag_Set(397); } Game_Flag_Reset(392); } } else { I_Sez("MG: Hey, leave that officer alone.Can't you see he's busy?"); I_Sez("JM: (...mmm, donuts..."); Game_Flag_Set(3); Actor_Clue_Acquire(0, 0, 1, 23); Actor_Says(0, 4515, 13); Game_Flag_Set(392); Actor_Says(23, 40, 13); if (!Game_Flag_Query(1)) { Actor_Says(23, 50, 14); Actor_Says(23, 60, 15); I_Sez("MG: It's all fun and games until someone loses a tiger cub"); Actor_Says(0, 4520, 18); Actor_Says(23, 70, 16); Actor_Says(0, 4525, 14); Actor_Says(23, 80, 18); Actor_Says(0, 4530, 15); } Game_Flag_Reset(392); } } return true; } return false; } bool ScriptRC01::ClickedOnItem(int itemId, bool a2) { if (itemId == 66) { Actor_Set_Goal_Number(23, 0); if (!Loop_Actor_Walk_To_Item(0, 66, 36, 1, false)) { Actor_Face_Item(0, 66, true); Actor_Clue_Acquire(0, 27, 1, -1); Actor_Face_Actor(23, 0, true); Actor_Says(23, 20, 12); Game_Flag_Set(163); Item_Remove_From_World(66); Item_Pickup_Spin_Effect(938, 426, 316); I_Sez("JM: Chrome...is that what that is?"); Actor_Says(0, 4505, 13); ADQ_Flush(); ADQ_Add(23, 30, -1); ADQ_Add(0, 4510, 13); I_Sez("JM: It's hard to imagine that thing on either a car or a horse."); I_Sez("MG: McCoy! What a witty chap..."); I_Sez("JM: He keeps me chuckling non-stop!\n"); Loop_Actor_Walk_To_Actor(23, 0, 36, 0, false); } return true; } return false; } void ScriptRC01::sub_4037AC() { Player_Loses_Control(); Game_Flag_Set(182); Actor_Set_Immunity_To_Obstacles(0, true); Loop_Actor_Walk_To_XYZ(0, -151.98f, -0.3f, 318.15f, 0, 0, false, 0); Actor_Set_Immunity_To_Obstacles(0, false); Player_Gains_Control(); } bool ScriptRC01::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, -174.77f, 5.55f, 25.95f, 12, 1, false, 0)) { if (Game_Flag_Query(705)) { Actor_Says(0, 8522, 14); } else { switch (Global_Variable_Query(1)) { case 1: case 4: Game_Flag_Set(8); Set_Enter(16, 79); break; case 2: case 3: case 5: Actor_Says(0, 8522, 12); break; default: return true; } } } return true; } if (exitId == 1) { if (Game_Flag_Query(486)) { Spinner_Set_Selectable_Destination_Flag(6, 1); } I_Sez("MG: Leaving already? The fun is just beginning!"); if (!Loop_Actor_Walk_To_XYZ(0, -151.98f, -0.3f, 318.15f, 0, 1, false, 0)) { Player_Loses_Control(); Actor_Set_Immunity_To_Obstacles(0, true); Loop_Actor_Walk_To_XYZ(0, -10.98f, -0.3f, 318.15f, 0, 0, false, 0); if (Game_Flag_Query(486) && !Game_Flag_Query(660)) { Actor_Voice_Over(4310, 99); Actor_Voice_Over(4320, 99); Actor_Voice_Over(4330, 99); Actor_Voice_Over(4340, 99); Actor_Voice_Over(4350, 99); Game_Flag_Set(660); } Actor_Set_Immunity_To_Obstacles(0, false); Player_Gains_Control(); Game_Flag_Reset(176); Game_Flag_Reset(182); Game_Flag_Reset(179); Game_Flag_Reset(178); int spinnerDest; if (Game_Flag_Query(186)) { spinnerDest = Spinner_Interface_Choose_Dest(8, 1); } else { spinnerDest = Spinner_Interface_Choose_Dest(3, 1); } if (spinnerDest) { switch (spinnerDest) { case 1: Game_Flag_Set(179); Game_Flag_Reset(249); Game_Flag_Set(250); Set_Enter(49, 48); if (Game_Flag_Query(186)) { Scene_Loop_Start_Special(1, 9, 1); } else { Scene_Loop_Start_Special(1, 4, 1); } break; case 3: Game_Flag_Set(176); Game_Flag_Reset(249); Game_Flag_Set(248); Set_Enter(4, 13); if (Game_Flag_Query(186)) { Scene_Loop_Start_Special(1, 9, 1); } else { Scene_Loop_Start_Special(1, 4, 1); } break; case 5: Game_Flag_Set(261); Game_Flag_Reset(249); Game_Flag_Set(307); Set_Enter(17, 82); if (Game_Flag_Query(186)) { Scene_Loop_Start_Special(1, 9, 1); } else { Scene_Loop_Start_Special(1, 4, 1); } break; case 4: Game_Flag_Set(180); Game_Flag_Reset(249); Game_Flag_Set(252); Set_Enter(0, 0); if (Game_Flag_Query(186)) { Scene_Loop_Start_Special(1, 9, 1); } else { Scene_Loop_Start_Special(1, 4, 1); } break; case 6: Game_Flag_Set(177); Game_Flag_Reset(249); Game_Flag_Set(253); Set_Enter(7, 25); if (Game_Flag_Query(186)) { Scene_Loop_Start_Special(1, 9, 1); } else { Scene_Loop_Start_Special(1, 4, 1); } break; case 7: Game_Flag_Set(258); Game_Flag_Reset(249); Game_Flag_Set(254); Set_Enter(20, 2); if (Game_Flag_Query(186)) { Scene_Loop_Start_Special(1, 9, 1); } else { Scene_Loop_Start_Special(1, 4, 1); } break; case 8: Game_Flag_Set(181); Game_Flag_Reset(249); Game_Flag_Set(255); Set_Enter(54, 54); if (Game_Flag_Query(186)) { Scene_Loop_Start_Special(1, 9, 1); } else { Scene_Loop_Start_Special(1, 4, 1); } break; case 9: Game_Flag_Set(257); Game_Flag_Reset(249); Game_Flag_Set(256); Set_Enter(37, 34); if (Game_Flag_Query(186)) { Scene_Loop_Start_Special(1, 9, 1); } else { Scene_Loop_Start_Special(1, 4, 1); } break; default: sub_4037AC(); break; } } else { Game_Flag_Set(178); Game_Flag_Reset(249); Game_Flag_Set(251); Set_Enter(61, 65); if (Game_Flag_Query(186)) { Scene_Loop_Start_Special(1, 9, 1); } else { Scene_Loop_Start_Special(1, 4, 1); } } } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(0, -471.98f, -0.3f, 258.15f, 4, 1, false, 0)) { Game_Flag_Set(115); Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Set_Enter(70, 80); } return true; } return false; } void ScriptRC01::sub_403850() { if (!Game_Flag_Query(186) && !Loop_Actor_Walk_To_Scene_Object(0, "BARICADE03", 36, true, false)) { Actor_Set_Goal_Number(23, 0); Actor_Face_Object(0, "BARICADE03", true); Loop_Actor_Walk_To_Actor(23, 0, 36, 1, false); Actor_Face_Actor(23, 0, true); Actor_Says(0, 4500, 14); I_Sez("MG: We don't want any of that abstract art oozing out onto the street."); Actor_Says(23, 10, 14); Actor_Set_Goal_Number(23, 1); } } bool ScriptRC01::ClickedOn2DRegion(int region) { if (region == 0) { sub_403850(); return true; } return false; } void ScriptRC01::SceneFrameAdvanced(int frame) { if (frame == 1) { Sound_Play(118, 40, 0, 0, 50); // CARDOWN3.AUD } if (frame == 61 || frame == 362) { Sound_Play(116, 100, 80, 80, 50); // SPINOPN4.AUD } if (frame == 108 || frame == 409) { Sound_Play(119, 100, 80, 80, 50); // SPINCLS1.AUD } if (frame == 183 || frame == 484) { Sound_Play(116, 100, 80, 80, 50); // SPINOPN4.AUD } if (frame == 228 || frame == 523) { Sound_Play(119, 100, 80, 80, 50); // SPINCLS1.AUD } if (frame == 243 || frame == 545) { Sound_Play(117, 40, 80, 80, 50); // CARUP3.AUD } if (frame == 315) { Sound_Play(118, 40, 80, 80, 50); // CARDOWN3.AUD } } void ScriptRC01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptRC01::PlayerWalkedIn() { if (Game_Flag_Query(249) && !Game_Flag_Query(9) && !Game_Flag_Query(114)) { sub_4037AC(); } if (Game_Flag_Query(114)) { Player_Loses_Control(); Loop_Actor_Walk_To_XYZ(0, -415.98f, -0.30f, 262.15f, 0, 0, false, 0); Player_Gains_Control(); Game_Flag_Reset(114); } if (Game_Flag_Query(9)) { Player_Loses_Control(); Loop_Actor_Walk_To_XYZ(0, -203.45f, 5.55f, 85.05f, 0, 0, false, 0); Player_Gains_Control(); Game_Flag_Reset(9); if (Game_Flag_Query(1) && !Game_Flag_Query(4)) { Actor_Voice_Over(1910, 99); Actor_Voice_Over(1920, 99); Actor_Voice_Over(1930, 99); Game_Flag_Set(4); } //return true; } //return false; } void ScriptRC01::PlayerWalkedOut() { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); if (!Game_Flag_Query(8) && !Game_Flag_Query(115) && Global_Variable_Query(1)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Outtake_Play(31, 1, -1); } // return 1; } void ScriptRC01::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner