/* 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/scene_script.h" namespace BladeRunner { void SceneScriptBB06::InitializeScene() { if (Game_Flag_Query(kFlagBB51toBB06a)) { Setup_Scene_Information( 76.0f, 0.0f, 79.0f, 622); } else if (Game_Flag_Query(kFlagBB51toBB06b)) { Setup_Scene_Information( 55.0f, 0.0f, -96.0f, 761); } else if (Game_Flag_Query(kFlagBB07toBB06)) { Setup_Scene_Information(-115.0f, 0.0f, -103.0f, 375); Game_Flag_Reset(kFlagBB07toBB06); } else { Setup_Scene_Information( -37.0f, 0.0f, 178.0f, 0); } Scene_Exit_Add_2D_Exit(0, 0, 43, 14, 478, 3); Scene_Exit_Add_2D_Exit(1, 425, 0, 639, 361, 0); Scene_Exit_Add_2D_Exit(3, 195, 164, 239, 280, 3); Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 28, 0, 1); Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY4, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY5, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY6, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY7, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxHAUNT1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxHAUNT2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); if (Game_Flag_Query(kFlagBB51toBB06a) || Game_Flag_Query(kFlagBB51toBB06b) ) { Scene_Loop_Start_Special(kSceneLoopModeLoseControl, 0, false); Scene_Loop_Set_Default(1); Game_Flag_Reset(kFlagBB51toBB06a); Game_Flag_Reset(kFlagBB51toBB06b); } else { Scene_Loop_Set_Default(1); #if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix #else // bugfix: case of not transitioning from BB51: chess/ egg boiler sub-space if (Game_Flag_Query(kFlagBB06AndroidDestroyed)) { Overlay_Play("BB06OVER", 1, true, true, 0); } #endif // BLADERUNNER_ORIGINAL_BUGS } #if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix if (Game_Flag_Query(kFlagBB06AndroidDestroyed)) { Overlay_Play("BB06OVER", 1, true, false, 0); // Original bug: it is playing while the background is still panning so it looks pretty weird } #endif // BLADERUNNER_ORIGINAL_BUGS } void SceneScriptBB06::SceneLoaded() { Obstacle_Object("V2CHESSTBL01", true); Clickable_Object("BOX31"); #if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix // This Item_Add_To_World call is only ok for the transition from BB51 to BB06, // otherwise the "doll" item (actually the badge item) is not placed in the current set Item_Add_To_World(kItemBB06ControlBox, kModelAnimationBadge, kSetBB06_BB07, -127.0f, 68.42f, 57.0f, 0, 8, 8, true, true, false, true); #else if (!Game_Flag_Query(kFlagBB06AndroidDestroyed)) { Combat_Target_Object("BOX31"); // } #endif // BLADERUNNER_ORIGINAL_BUGS } bool SceneScriptBB06::MouseClick(int x, int y) { return false; } bool SceneScriptBB06::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("BOX31", objectName)) { #if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix if (!Loop_Actor_Walk_To_Scene_Object(kActorMcCoy, "BOX31", 24, true, false)) { Actor_Face_Object(kActorMcCoy, "BOX31", true); if (Game_Flag_Query(kFlagBB06AndroidDestroyed)) { Actor_Voice_Over(60, kActorVoiceOver); Actor_Voice_Over(70, kActorVoiceOver); } else { Actor_Voice_Over(50, kActorVoiceOver); } } #else if (Player_Query_Combat_Mode()) { // Doll Explosion case: // We need to use enqueued overlays for this. // Note: Queuing only works on top of a video that is repeating itself. // First we load the "exploding animation state" as a forever loop (even though it will only play once) // Then we enqueue the final exploded state loop, also as a forever loop. // This (along with some fixes in the Overlays class will ensure // that the second overlay will play after the first has completed one loop // and it will persist (across save games too). Game_Flag_Set(kFlagBB06AndroidDestroyed); Overlay_Play("BB06OVER", 0, true, true, 0); Overlay_Play("BB06OVER", 1, true, false, 0); Un_Combat_Target_Object("BOX31"); return true; } else { if (!Loop_Actor_Walk_To_Scene_Object(kActorMcCoy, "BOX31", 24, true, false)) { Actor_Face_Object(kActorMcCoy, "BOX31", true); if (Game_Flag_Query(kFlagBB06AndroidDestroyed)) { Actor_Voice_Over(60, kActorVoiceOver); Actor_Voice_Over(70, kActorVoiceOver); } else { Actor_Voice_Over(50, kActorVoiceOver); } } } #endif // BLADERUNNER_ORIGINAL_BUGS } return false; } bool SceneScriptBB06::ClickedOnActor(int actorId) { return false; } bool SceneScriptBB06::ClickedOnItem(int itemId, bool a2) { #if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix if (itemId == kItemBB06ControlBox) { if (Player_Query_Combat_Mode()) { Overlay_Play("BB06OVER", 1, true, true, 0); Game_Flag_Set(kFlagBB06AndroidDestroyed); Item_Remove_From_World(kItemBB06ControlBox); return true; } } #endif // BLADERUNNER_ORIGINAL_BUGS return false; } bool SceneScriptBB06::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -37.0f, 0.0f, 178.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB06toBB05); Set_Enter(kSetBB05, kSceneBB05); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 101.0f, 0.0f, -25.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB06toBB51); Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB51); } return true; } if (exitId == 3) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -115.0f, 0.0f, -103.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB06toBB07); Set_Enter(kSetBB06_BB07, kSceneBB07); } return true; } return false; } bool SceneScriptBB06::ClickedOn2DRegion(int region) { return false; } void SceneScriptBB06::SceneFrameAdvanced(int frame) { if (frame == 34) { Ambient_Sounds_Play_Sound(kSfxPNEUM5, 40, -50, -50, 10); } #if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix #else // last frame of transition is 15, try 13 for better transition - minimize weird effect if (frame == 13) { // executed once during transition FROM bb51 (chess sub space) if (Game_Flag_Query(kFlagBB06AndroidDestroyed)) { Overlay_Play("BB06OVER", 1, true, true, 0); } } #endif // BLADERUNNER_ORIGINAL_BUGS if (frame == 16) { Ambient_Sounds_Play_Sound(kSfxROBOTMV1, 20, -50, -50, 10); } if (frame == 20) { Ambient_Sounds_Play_Sound(kSfxROBOTMV1, 20, -50, -50, 10); } if (frame == 25) { Ambient_Sounds_Play_Sound(kSfxROBOTMV1, 20, -50, -50, 10); } if (frame == 29) { Ambient_Sounds_Play_Sound(kSfxROBOTMV1, 20, -50, -50, 10); } } void SceneScriptBB06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptBB06::PlayerWalkedIn() { if (Game_Flag_Query(kFlagBB05toBB06)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -36.0f, 0.0f, 145.0f, 0, false, false, 0); Game_Flag_Reset(kFlagBB05toBB06); } } void SceneScriptBB06::PlayerWalkedOut() { } void SceneScriptBB06::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner