/* 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 { enum kDR01Loops { kDR01LoopBikerInshot = 0, kDR01LoopPanFromDR02 = 1, kDR01LoopPanFromDR04Pre = 2, kDR01LoopPanFromDR04Post = 3, kDR01LoopMainLoop = 4 }; void SceneScriptDR01::InitializeScene() { if (Game_Flag_Query(kFlagDR02toDR01)) { Setup_Scene_Information( -835.0f, -0.04f, -118.0f, 664); } else if (Game_Flag_Query(kFlagDR04toDR01)) { Setup_Scene_Information( -711.0f, -0.04f, 70.0f, 307); } else if (Game_Flag_Query(kFlagCT11toDR01)) { Setup_Scene_Information(-1765.28f, -0.04f, -23.82f, 269); } else { Setup_Scene_Information( -386.0f, -0.04f, -82.0f, 792); } Scene_Exit_Add_2D_Exit(0, 240, 60, 450, 250, 0); Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3); if (Game_Flag_Query(kFlagSpinnerAtDR01) && Global_Variable_Query(kVariableChapter) < 4 ) { Scene_Exit_Add_2D_Exit(2, 610, 0, 639, 479, 1); } if (Global_Variable_Query(kVariableChapter) >= 3) { Scene_Exit_Add_2D_Exit(3, 0, 45, 142, 201, 0); } Ambient_Sounds_Remove_All_Non_Looping_Sounds(false); Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 50, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxHUMMER3, 12, 85, 1); Ambient_Sounds_Add_Looping_Sound(kSfxBIGFAN2, 14, 85, 1); Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 0, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 20, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 40, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 50, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Sound(kSfxSPIN2A, 5, 80, 16, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSPIN1A, 5, 80, 16, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDR1, 5, 80, 50, 100, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDR2, 5, 80, 50, 100, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDR3, 5, 80, 50, 100, -100, 100, -101, -101, 0, 0); if (Game_Flag_Query(kFlagDR05BombExploded) && Game_Flag_Query(kFlagDR04toDR01) ) { Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kDR01LoopPanFromDR04Post, false); Scene_Loop_Set_Default(kDR01LoopMainLoop); } else if (!Game_Flag_Query(kFlagDR05BombExploded) && Game_Flag_Query(kFlagDR04toDR01) ) { Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kDR01LoopPanFromDR04Pre, false); Scene_Loop_Set_Default(kDR01LoopMainLoop); } else if (Game_Flag_Query(kFlagDR02toDR01)) { Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kDR01LoopPanFromDR02, false); Scene_Loop_Set_Default(kDR01LoopMainLoop); } else if (Game_Flag_Query(kFlagCT11toDR01)) { Scene_Loop_Set_Default(kDR01LoopMainLoop); } else { if ((!Game_Flag_Query(kFlagDR01Visited) && Global_Variable_Query(kVariableChapter) == 2) || Random_Query(1, 3) == 1) { // enhancement: don't always play after first visit // But first visit in 2nd chapter should always show it. Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kDR01LoopBikerInshot, false); } Scene_Loop_Set_Default(kDR01LoopMainLoop); } } void SceneScriptDR01::SceneLoaded() { Obstacle_Object("TRASH CAN WITH FIRE", true); Obstacle_Object("V2PYLON02", true); Obstacle_Object("V2PYLON04", true); Obstacle_Object("U2 CHEWDOOR", true); Obstacle_Object("MMTRASHCAN", true); Obstacle_Object("PARKMETR02", true); Obstacle_Object("TRANSFORMER 01", true); Obstacle_Object("TRANSFORMER 02", true); Obstacle_Object("PARKMETR01", true); Obstacle_Object("Z2TRSHCAN", true); Obstacle_Object("Z2ENTRYDR", true); Obstacle_Object("Z2DR2", true); Unobstacle_Object("V2 BUILD01", true); } bool SceneScriptDR01::MouseClick(int x, int y) { return false; } bool SceneScriptDR01::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptDR01::ClickedOnActor(int actorId) { return actorId == kActorShoeshineMan; } bool SceneScriptDR01::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptDR01::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -835.0f, -0.04f, -118.0f, 0, true, false, 0)) { Async_Actor_Walk_To_XYZ(kActorMcCoy, -911.0f, -0.04f, -118.0f, 0, false); Ambient_Sounds_Adjust_Looping_Sound(kSfxFACTAMB2, 10, -100, 1); Game_Flag_Set(kFlagDR01toDR02); Set_Enter(kSetDR01_DR02_DR04, kSceneDR02); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -711.0f, -0.04f, 70.0f, 0, true, false, 0)) { Async_Actor_Walk_To_XYZ(kActorMcCoy, -796.0f, -0.04f, 166.0f, 0, false); Game_Flag_Set(kFlagDR01toDR04); Set_Enter(kSetDR01_DR02_DR04, kSceneDR04); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -372.0f, -0.04f, -82.0f, 0, true, false, 0)) { Game_Flag_Reset(kFlagMcCoyInChinaTown); Game_Flag_Reset(kFlagMcCoyInRunciters); Game_Flag_Reset(kFlagMcCoyInMcCoyApartment); Game_Flag_Reset(kFlagMcCoyInPoliceStation); Game_Flag_Reset(kFlagMcCoyInAnimoidRow); Game_Flag_Reset(kFlagMcCoyInTyrellBuilding); Game_Flag_Reset(kFlagMcCoyInDNARow); Game_Flag_Reset(kFlagMcCoyInBradburyBuilding); int spinnerDest = Spinner_Interface_Choose_Dest(-1, false); switch (spinnerDest) { case kSpinnerDestinationPoliceStation: Game_Flag_Set(kFlagMcCoyInPoliceStation); Game_Flag_Reset(kFlagSpinnerAtDR01); Game_Flag_Set(kFlagSpinnerAtPS01); Set_Enter(kSetPS01, kScenePS01); break; case kSpinnerDestinationMcCoysApartment: Game_Flag_Set(kFlagMcCoyInMcCoyApartment); Game_Flag_Reset(kFlagSpinnerAtDR01); Game_Flag_Set(kFlagSpinnerAtMA01); Set_Enter(kSetMA01, kSceneMA01); break; case kSpinnerDestinationRuncitersAnimals: Game_Flag_Set(kFlagMcCoyInRunciters); Game_Flag_Reset(kFlagSpinnerAtDR01); Game_Flag_Set(kFlagSpinnerAtRC01); Set_Enter(kSetRC01, kSceneRC01); break; case kSpinnerDestinationChinatown: Game_Flag_Set(kFlagMcCoyInChinaTown); Game_Flag_Reset(kFlagSpinnerAtDR01); Game_Flag_Set(kFlagSpinnerAtCT01); Set_Enter(kSetCT01_CT12, kSceneCT01); break; case kSpinnerDestinationAnimoidRow: Game_Flag_Set(kFlagMcCoyInAnimoidRow); Game_Flag_Reset(kFlagSpinnerAtDR01); Game_Flag_Set(kFlagSpinnerAtAR01); Set_Enter(kSetAR01_AR02, kSceneAR01); break; case kSpinnerDestinationTyrellBuilding: Game_Flag_Set(kFlagMcCoyInTyrellBuilding); Game_Flag_Reset(kFlagSpinnerAtDR01); Game_Flag_Set(kFlagSpinnerAtTB02); Set_Enter(kSetTB02_TB03, kSceneTB02); break; case kSpinnerDestinationBradburyBuilding: Game_Flag_Set(kFlagMcCoyInBradburyBuilding); Game_Flag_Reset(kFlagSpinnerAtDR01); Game_Flag_Set(kFlagSpinnerAtBB01); Set_Enter(kSetBB01, kSceneBB01); break; case kSpinnerDestinationNightclubRow: Game_Flag_Set(kFlagMcCoyInNightclubRow); Game_Flag_Reset(kFlagSpinnerAtDR01); Game_Flag_Set(kFlagSpinnerAtNR01); Set_Enter(kSetNR01, kSceneNR01); break; case kSpinnerDestinationHysteriaHall: Game_Flag_Set(kFlagMcCoyInHysteriaHall); Game_Flag_Reset(kFlagSpinnerAtDR01); Game_Flag_Set(kFlagSpinnerAtHF01); Set_Enter(kSetHF01, kSceneHF01); break; default: Player_Loses_Control(); Game_Flag_Set(kFlagMcCoyInDNARow); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -447.39f, 0.16f, -92.38f, 0, false, true, 0); Player_Gains_Control(); break; } } return true; } if (exitId == 3) { float x, y, z; Actor_Query_XYZ(kActorMcCoy, &x, &y, &z); bool v7 = false; if (-1200 < x) { v7 = Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1236.4f, -0.04f, -13.91f, 0, 1, false, 0); } if (!v7) { Game_Flag_Set(kFlagDR01toCT11); Game_Flag_Set(kFlagMcCoyInChinaTown); Game_Flag_Reset(kFlagMcCoyInDNARow); Set_Enter(kSetCT11, kSceneCT11); } return true; } return false; } bool SceneScriptDR01::ClickedOn2DRegion(int region) { return false; } void SceneScriptDR01::SceneFrameAdvanced(int frame) { if (frame < 75) { Actor_Set_Invisible(kActorMcCoy, true); } else { Actor_Set_Invisible(kActorMcCoy, false); } if (frame == 2) { Ambient_Sounds_Play_Sound(kSfxBIKEMIX4, 40, -40, 100, 99); } } void SceneScriptDR01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptDR01::PlayerWalkedIn() { if (Game_Flag_Query(kFlagCT11toDR01)) { Async_Actor_Walk_To_XYZ(kActorMcCoy, -757.15f, -0.04f, 24.64f, 0, false); } else if (!Game_Flag_Query(kFlagDR02toDR01) && !Game_Flag_Query(kFlagDR04toDR01) ) { Player_Loses_Control(); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -447.39f, 0.16f, -92.38f, 0, false, false, 0); if (!Game_Flag_Query(kFlagDR01Visited)) { Game_Flag_Set(kFlagDR01Visited); // Make use of the kFlagDirectorsCut like in CT01 case // extra flags and chapter check are for compatibility / sane behavior // in imported original save games (or "exported" save games for the original) if (_vm->_cutContent) { if ( Global_Variable_Query(kVariableChapter) == 2 && !Game_Flag_Query(kFlagDR03ChewTalk1) && !Game_Flag_Query(kFlagDR05MorajiTalk) && !Game_Flag_Query(kFlagDirectorsCut)) { Actor_Voice_Over(600, kActorVoiceOver); Actor_Voice_Over(610, kActorVoiceOver); Actor_Voice_Over(620, kActorVoiceOver); Actor_Voice_Over(630, kActorVoiceOver); Actor_Voice_Over(640, kActorVoiceOver); Actor_Voice_Over(650, kActorVoiceOver); } } } Player_Gains_Control(); } Game_Flag_Reset(kFlagDR02toDR01); Game_Flag_Reset(kFlagDR04toDR01); Game_Flag_Reset(kFlagCT11toDR01); } void SceneScriptDR01::PlayerWalkedOut() { if (!Game_Flag_Query(kFlagDR01toDR04) && !Game_Flag_Query(kFlagDR01toDR02) && !Game_Flag_Query(kFlagDR01toCT11) ) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Outtake_Play(kOuttakeInside2, true, -1); #if BLADERUNNER_ORIGINAL_BUGS #else // add another transition to make it less abrupt if (!Game_Flag_Query(kFlagMcCoyInTyrellBuilding)) { // but don't play this extra outtake when going to Tyrell Building Outtake_Play(kOuttakeAway1, true, -1); } #endif // BLADERUNNER_ORIGINAL_BUGS } } void SceneScriptDR01::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner