/* 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 SceneScriptUG02::InitializeScene() { if (Game_Flag_Query(kFlagHC03toUG02)) { Setup_Scene_Information(-313.0f, 155.73f, -128.0f, 556); } else { Setup_Scene_Information( -95.0f, 74.78f, -503.0f, 556); } Scene_Exit_Add_2D_Exit(0, 529, 130, 607, 277, 0); Scene_Exit_Add_2D_Exit(1, 305, 36, 335, 192, 0); Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 43, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxUGBED2, 43, 0, 1); Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 37, 100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 37, 100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSPNBEEP9, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSPNBEEP2, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSPNBEEP3, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSPNBEEP4, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSPNBEEP5, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSPNBEEP6, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSPNBEEP7, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSPNBEEP8, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCANNER1, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCANNER2, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCANNER3, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCANNER4, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCANNER5, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCANNER6, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCANNER7, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0); } void SceneScriptUG02::SceneLoaded() { Unobstacle_Object("BOX BACKROOM 2", true); Unobstacle_Object("BACK_ROOM HALFWALL_", true); Unobstacle_Object("GUN_4", true); Obstacle_Object("GUN_1", true); Unobstacle_Object("WALL_LEFT", true); Unobstacle_Object("BOX BY STAIRS 1", true); Unobstacle_Object("TANK", true); Unobstacle_Object("DESK_DRUM", true); Clickable_Object("GUN_1"); Clickable_Object("GUN_2"); Clickable_Object("CRATE_3"); Footstep_Sounds_Set(0, 0); Footstep_Sounds_Set(8, 2); if (!Game_Flag_Query(kFlagUG02RagiationGooglesTaken) && Game_Flag_Query(kFlagIzoIsReplicant) ) { Item_Add_To_World(kItemRadiationGoogles, kModelAnimationRadiationGoggles, kSetUG02, -300.37f, 120.16f, -81.31f, 0, 8, 8, false, true, false, true); } } bool SceneScriptUG02::MouseClick(int x, int y) { if (Game_Flag_Query(kFlagUG02Interactive)) { return false; } if (Region_Check(0, 0, 245, 285) || Region_Check(0, 0, 350, 257) ) { return true; } if ( Region_Check(81, 224, 639, 479) && !Game_Flag_Query(kFlagUG02FromUG01) ) { Game_Flag_Set(kFlagUG02Interactive); walkToCenter(); Game_Flag_Reset(kFlagUG02Interactive); return true; } return false; } bool SceneScriptUG02::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("GUN_1", objectName) || Object_Query_Click("GUN_2", objectName) || Object_Query_Click("CRATE_3", objectName) ) { Actor_Face_Object(kActorMcCoy, "GUN_1", true); if (!Game_Flag_Query(kFlagUG02WeaponsChecked) && Global_Variable_Query(kVariableChapter) < 4 ) { Actor_Voice_Over(2430, kActorVoiceOver); Actor_Voice_Over(2440, kActorVoiceOver); Actor_Voice_Over(2450, kActorVoiceOver); Actor_Voice_Over(2460, kActorVoiceOver); Game_Flag_Set(kFlagUG02WeaponsChecked); Actor_Clue_Acquire(kActorMcCoy, kClueWeaponsCache, true, -1); return true; } if (Global_Variable_Query(kVariableChapter) > 3) { if ( Actor_Clue_Query(kActorMcCoy, kClueWeaponsCache) && !Actor_Clue_Query(kActorMcCoy, kClueIzosStashRaided) ) { Actor_Voice_Over(2470, kActorVoiceOver); Actor_Voice_Over(2480, kActorVoiceOver); Actor_Voice_Over(2490, kActorVoiceOver); Actor_Voice_Over(2500, kActorVoiceOver); Actor_Clue_Acquire(kActorMcCoy, kClueIzosStashRaided, true, -1); } else if (!Actor_Clue_Query(kActorMcCoy, kClueWeaponsCache)) { Actor_Voice_Over(2510, kActorVoiceOver); Actor_Voice_Over(2520, kActorVoiceOver); #if BLADERUNNER_ORIGINAL_BUGS Actor_Voice_Over(2530, kActorVoiceOver); // But there was no way to tell what was missing without Izo standing there checking his inventory. #else // This voice over says that Izo is there in Chapter 4 checking out his weapon's cache // This does not happen in the original game (Izo being there) although this case can be triggered // TODO Restore this quote ONLY IF we restore the related cut-content so that Izo may appear here in Chapter 4. //Actor_Voice_Over(2530, kActorVoiceOver); // But there was no way to tell what was missing without Izo standing there checking his inventory. #endif // BLADERUNNER_ORIGINAL_BUGS } else if (!Game_Flag_Query(kFlagUG02AmmoTaken)) { Item_Pickup_Spin_Effect(kModelAnimationAmmoType02, 360, 440); Actor_Says(kActorMcCoy, 8525, 14); Give_McCoy_Ammo(2, 18); Game_Flag_Set(kFlagUG02AmmoTaken); } else { Actor_Says(kActorMcCoy, 8580, 14); } return true; } Actor_Says(kActorMcCoy, 8580, 14); } return false; } bool SceneScriptUG02::ClickedOnActor(int actorId) { return false; } bool SceneScriptUG02::ClickedOnItem(int itemId, bool a2) { if (itemId == kItemRadiationGoogles) { Actor_Face_Item(kActorMcCoy, kItemRadiationGoogles, true); Actor_Clue_Acquire(kActorMcCoy, kClueRadiationGoggles, true, -1); Game_Flag_Set(kFlagUG02RagiationGooglesTaken); Item_Remove_From_World(kItemRadiationGoogles); Item_Pickup_Spin_Effect(kModelAnimationRadiationGoggles, 426, 316); return true; } return false; } bool SceneScriptUG02::ClickedOnExit(int exitId) { if (exitId == 0) { if ( Game_Flag_Query(kFlagUG02FromUG01) || !walkToCenter() ) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -202.0f, 120.16f, -74.0f, 0, 1, Player_Query_Combat_Mode(), 0)) { Actor_Face_Heading(kActorMcCoy, 270, false); Footstep_Sound_Override_On(2); Loop_Actor_Travel_Stairs(kActorMcCoy, 4, false, kAnimationModeIdle); Footstep_Sound_Override_Off(); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -96.57f, 74.87f, -271.28f, 0, false, Player_Query_Combat_Mode(), 0); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -95.0f, 74.87f, -503.0f, 0, false, Player_Query_Combat_Mode(), 0); Game_Flag_Set(kFlagUG02toUG01); Set_Enter(kSetUG01, kSceneUG01); } } return true; } if (exitId == 1) { if (Game_Flag_Query(kFlagUG02FromUG01)) { if (walkToCenter()) { return true; } Loop_Actor_Walk_To_XYZ(kActorMcCoy, -368.75f, 155.75f, -63.0f, 0, false, false, 0); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -340.75f, 155.75f, -119.0f, 0, false, false, 0); } Loop_Actor_Walk_To_XYZ(kActorMcCoy, -304.75f, 155.75f, -171.0f, 0, false, false, 0); Actor_Face_Heading(kActorMcCoy, 14, false); Loop_Actor_Travel_Ladder(kActorMcCoy, 9, true, kAnimationModeIdle); Game_Flag_Set(kFlagUG02toHC03); Game_Flag_Reset(kFlagMcCoyInUnderground); Game_Flag_Set(kFlagMcCoyInHawkersCircle); if (!Game_Flag_Query(kFlagHC03CageOpen)) { Game_Flag_Set(kFlagHC03TrapDoorOpen); Game_Flag_Set(kFlagHC03CageOpen); Item_Remove_From_World(kItemGreenPawnLock); } Set_Enter(kSetHC01_HC02_HC03_HC04, kSceneHC03); return true; } return false; } bool SceneScriptUG02::ClickedOn2DRegion(int region) { return false; } void SceneScriptUG02::SceneFrameAdvanced(int frame) { //return true; } void SceneScriptUG02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptUG02::PlayerWalkedIn() { if (Game_Flag_Query(kFlagUG01toUG02)) { Actor_Set_At_XYZ(kActorMcCoy, -106.01f, 84.13f, -228.62f, 575); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -148.0f, 84.13f, -67.0f, 0, false, false, 0); Actor_Face_Heading(kActorMcCoy, 761, false); Footstep_Sound_Override_On(2); Loop_Actor_Travel_Stairs(kActorMcCoy, 4, true, kAnimationModeIdle); Footstep_Sound_Override_Off(); Game_Flag_Reset(kFlagUG01toUG02); Game_Flag_Set(kFlagUG02FromUG01); } else if (Game_Flag_Query(kFlagHC03toUG02)) { Actor_Set_At_XYZ(kActorMcCoy, -304.75f, 265.0f, -171.0f, 0); Loop_Actor_Travel_Ladder(kActorMcCoy, 9, false, 0); Game_Flag_Reset(kFlagHC03toUG02); Game_Flag_Reset(kFlagUG02FromUG01); } else { Actor_Set_At_XYZ(kActorMcCoy, -269.24f, 120.16f, -9.94f, 477); Game_Flag_Set(kFlagUG02FromUG01); } Game_Flag_Reset(kFlagUG02Interactive); //return false; } void SceneScriptUG02::PlayerWalkedOut() { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); } void SceneScriptUG02::DialogueQueueFlushed(int a1) { } bool SceneScriptUG02::walkToCenter() { if (!Game_Flag_Query(kFlagUG02FromUG01)) { int combatMode = Player_Query_Combat_Mode(); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -340.75f, 155.75f, -119.0f, 0, 0, combatMode, 0); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -368.75f, 155.75f, -63.0f, 0, 0, combatMode, 0); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -365.0f, 155.65f, -19.0f, 0, 0, combatMode, 0); Actor_Face_Heading(kActorMcCoy, 318, false); Footstep_Sound_Override_On(2); Loop_Actor_Travel_Stairs(kActorMcCoy, 4, false, kAnimationModeIdle); Footstep_Sound_Override_Off(); Game_Flag_Set(kFlagUG02FromUG01); return false; } if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -312.75f, 120.16f, 1.01f, 0, true, false, 0)) { Actor_Face_Heading(kActorMcCoy, 830, false); Footstep_Sound_Override_On(2); Loop_Actor_Travel_Stairs(kActorMcCoy, 4, true, kAnimationModeIdle); Footstep_Sound_Override_Off(); Game_Flag_Reset(kFlagUG02FromUG01); return false; } return true; } } // End of namespace BladeRunner