/* 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 kDR04Loops { kDR04LoopPanFromDR01PostExplosion = 0, kDR04LoopMainPostExplosion = 1, kDR04LoopPanFromDR01PreExplosion = 3, kDR04LoopMainPreExplosion = 4, kDR04LoopDR04Explosion = 6 }; void SceneScriptDR04::InitializeScene() { if (Game_Flag_Query(kFlagDR05ViewExplosion)) { Setup_Scene_Information( 0.0f, 0.0f, 0.0f, 0); } else if (Game_Flag_Query(kFlagDR01toDR04)) { Setup_Scene_Information( -711.0f, -0.04f, 70.0f, 472); } else if (Game_Flag_Query(kFlagDR05toDR04)) { Setup_Scene_Information(-1067.0f, 7.18f, 421.0f, 125); } else if (Game_Flag_Query(kFlagDR06toDR04)) { Setup_Scene_Information(-897.75f, 134.45f, 569.75f, 512); } else { Setup_Scene_Information( -810.0f, -0.04f, 242.0f, 125); } Scene_Exit_Add_2D_Exit(0, 589, 0, 639, 479, 1); Scene_Exit_Add_2D_Exit(1, 443, 264, 488, 353, 0); Scene_Exit_Add_2D_Exit(2, 222, 110, 269, 207, 0); Ambient_Sounds_Remove_All_Non_Looping_Sounds(0); Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 50, 1, 1); Ambient_Sounds_Add_Looping_Sound(kSfxFIREBD1, 55, -100, 1); Ambient_Sounds_Add_Looping_Sound(kSfxHUMMER1, 28, -100, 100); 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, 40, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSPIN1A, 40, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDR1, 5, 80, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDR2, 5, 80, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDR3, 5, 80, 50, 100, 0, 0, -101, -101, 0, 0); if (Game_Flag_Query(kFlagDR05BombExploded)) { Scene_Loop_Set_Default(kDR04LoopMainPostExplosion); } else { Scene_Loop_Set_Default(kDR04LoopMainPreExplosion); } if (Game_Flag_Query(kFlagDR01toDR04)) { if (Game_Flag_Query(kFlagDR05BombExploded)) { Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kDR04LoopPanFromDR01PostExplosion, false); } else { Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kDR04LoopPanFromDR01PreExplosion, false); } } } void SceneScriptDR04::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("Z2ENTRYDR", true); Obstacle_Object("Z2DR2", true); Unclickable_Object("PARKMETR01"); Unclickable_Object("Z2ENTRYDR"); Unclickable_Object("Z2DR2"); } bool SceneScriptDR04::MouseClick(int x, int y) { return false; } bool SceneScriptDR04::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptDR04::ClickedOnActor(int actorId) { if ( actorId == kActorMoraji && !Player_Query_Combat_Mode() ) { if (Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiLayDown) { if (!Loop_Actor_Walk_To_Waypoint(kActorMcCoy, 109, 0, true, true)) { Actor_Face_Actor(kActorMcCoy, kActorMoraji, true); Actor_Says(kActorMcCoy, 945, 13); Actor_Says(kActorMoraji, 0, kAnimationModeTalk); Actor_Says(kActorMoraji, 10, kAnimationModeTalk); Actor_Says(kActorMcCoy, 950, 13); Actor_Says(kActorMoraji, 20, kAnimationModeTalk); Actor_Says(kActorMoraji, 30, kAnimationModeTalk); Actor_Says(kActorMcCoy, 955, 13); Actor_Says_With_Pause(kActorMoraji, 40, 0.0f, kAnimationModeTalk); Actor_Says(kActorMoraji, 50, kAnimationModeTalk); Actor_Clue_Acquire(kActorMcCoy, kClueMorajiInterview, true, kActorMoraji); Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiDie); Actor_Set_Goal_Number(kActorOfficerGrayford, 101); // Grayford arrives at scene of Moraji corpse return true; } } if (Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiDead) { if (!Loop_Actor_Walk_To_Actor(kActorMcCoy, kActorMoraji, 36, true, false)) { #if BLADERUNNER_ORIGINAL_BUGS Actor_Set_Goal_Number(kActorOfficerGrayford, 106); #else // bugfix: original code would result in this conversation repeating multiple times if: // Officer Grayford is at 103 goal (asking "What do you know about this?"... // and the player skips the conversation fast. // So ask about a sheet (goal 106) for Moraji only when Grayford starts patrolling (104, 105 goals) if (Actor_Query_Goal_Number(kActorOfficerGrayford) == 104 || Actor_Query_Goal_Number(kActorOfficerGrayford) == 105 ) { Actor_Set_Goal_Number(kActorOfficerGrayford, 106); // This goal reverts to the previous one after finishing up } #endif // BLADERUNNER_ORIGINAL_BUGS return true; } } } return false; } bool SceneScriptDR04::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptDR04::ClickedOnExit(int exitId) { if (Actor_Query_Goal_Number(kActorMoraji) == kGoalMorajiLayDown) { Actor_Force_Stop_Walking(kActorMcCoy); Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiDie); Actor_Set_Goal_Number(kActorOfficerGrayford, 101); return true; } if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -761.0f, -0.04f, 97.0f, 0, true, false, 0)) { Async_Actor_Walk_To_XYZ(kActorMcCoy, -683.0f, -0.04f, 43.0f, 0, false); Game_Flag_Set(kFlagDR04toDR01); Set_Enter(kSetDR01_DR02_DR04, kSceneDR01); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1067.0f, 7.18f, 421.0f, 0, true, false, 0)) { Game_Flag_Set(kFlagNotUsed232); Game_Flag_Set(kFlagDR04toDR05); Set_Enter(kSetDR05, kSceneDR05); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -851.0f, 6.98f, 560.0f, 0, true, false, 0)) { Footstep_Sound_Override_On(3); Actor_Set_Immunity_To_Obstacles(kActorMcCoy, true); Actor_Face_Heading(kActorMcCoy, 512, false); Loop_Actor_Travel_Stairs(kActorMcCoy, 7, true, kAnimationModeIdle); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -899.0f, 71.64f, 647.0f, 0, false, false, 0); Actor_Face_Heading(kActorMcCoy, 0, false); Loop_Actor_Travel_Stairs(kActorMcCoy, 7, true, kAnimationModeIdle); Actor_Set_Immunity_To_Obstacles(kActorMcCoy, false); Footstep_Sound_Override_Off(); Game_Flag_Set(kFlagDR04toDR06); Set_Enter(kSetDR06, kSceneDR06); } return true; } return true; //bug? } bool SceneScriptDR04::ClickedOn2DRegion(int region) { return false; } bool SceneScriptDR04::farEnoughFromExplosion() { float x, y, z; Actor_Query_XYZ(kActorMcCoy, &x, &y, &z); return (x + 1089.94f) * (x + 1089.94f) + (z - 443.49f) * (z - 443.49f) >= (360.0f * 360.0f); } void SceneScriptDR04::SceneFrameAdvanced(int frame) { if (Game_Flag_Query(kFlagDR05ViewExplosion)) { Game_Flag_Reset(kFlagDR05ViewExplosion); Game_Flag_Reset(kFlagDR05BombWillExplode); Scene_Loop_Set_Default(kDR04LoopMainPostExplosion); Scene_Loop_Start_Special(kSceneLoopModeOnce, kDR04LoopDR04Explosion, true); Music_Stop(4); Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiPerished); } else { if (Game_Flag_Query(kFlagDR05BombWillExplode)) { Game_Flag_Reset(kFlagDR05BombWillExplode); Game_Flag_Set(kFlagDR05BombExploded); Scene_Loop_Set_Default(kDR04LoopMainPostExplosion); Scene_Loop_Start_Special(kSceneLoopModeOnce, kDR04LoopDR04Explosion, true); Item_Remove_From_World(kItemBomb); } switch (frame) { case 193: Sound_Play(kSfxINDXPLOD, 100, 0, 100, 50); Actor_Set_Goal_Number(kActorMoraji, kGoalMorajiChooseFate); Player_Loses_Control(); Actor_Force_Stop_Walking(kActorMcCoy); if (farEnoughFromExplosion()) { if (Player_Query_Combat_Mode()) { Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatHit); } else { Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeHit); } } else { Sound_Play_Speech_Line(kActorMcCoy, 9905, 100, 0, 99); Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie); Actor_Retired_Here(kActorMcCoy, 6, 6, true, -1); } Player_Gains_Control(); break; case 235: if (Actor_Query_Goal_Number(kActorMoraji) != kGoalMorajiJump && Actor_Query_Goal_Number(kActorMoraji) != kGoalMorajiLayDown && Actor_Query_Goal_Number(kActorMoraji) != kGoalMorajiPerished ) { Actor_Set_Goal_Number(kActorOfficerGrayford, 101); } Scene_Exits_Enable(); break; case 237: Overlay_Play("DR04OVER", 0, true, true, 0); break; } } } void SceneScriptDR04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptDR04::PlayerWalkedIn() { if (Game_Flag_Query(kFlagDR05ViewExplosion)) { Player_Loses_Control(); Delay(4000); Actor_Retired_Here(kActorMcCoy, 6, 6, 1, -1); } else { if ( Game_Flag_Query(kFlagDR05BombActivated) && !Game_Flag_Query(kFlagDR05BombExploded) ) { Scene_Exits_Disable(); } if (Game_Flag_Query(kFlagDR06toDR04)) { Footstep_Sound_Override_On(3); Actor_Set_Immunity_To_Obstacles(kActorMcCoy, true); Actor_Face_Heading(kActorMcCoy, 512, false); Loop_Actor_Travel_Stairs(kActorMcCoy, 7, false, kAnimationModeIdle); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -851.0f, 71.64f, 647.0f, 0, false, false, 0); Actor_Face_Heading(kActorMcCoy, 0, false); Loop_Actor_Travel_Stairs(kActorMcCoy, 7, false, kAnimationModeIdle); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -774.85f, 7.18f, 386.67f, 0, false, false, 0); Actor_Set_Immunity_To_Obstacles(kActorMcCoy, false); Footstep_Sound_Override_Off(); } } Game_Flag_Reset(kFlagDR01toDR04); Game_Flag_Reset(kFlagDR05toDR04); Game_Flag_Reset(kFlagDR06toDR04); } void SceneScriptDR04::PlayerWalkedOut() { Music_Stop(2); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); } void SceneScriptDR04::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner