/* 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 SceneScriptUG13::InitializeScene() { if (Game_Flag_Query(kFlagUG18toUG13)) { Setup_Scene_Information(-477.0f, 141.9f, -870.0f, 378); } else if (Game_Flag_Query(kFlagUG15toUG13)) { Setup_Scene_Information( 39.0f, 52.94f, -528.0f, 600); } else { // arrived from elevator (going down) Setup_Scene_Information( -22.0f, 54.63f, -883.0f, 578); #if BLADERUNNER_ORIGINAL_BUGS Actor_Set_Invisible(kActorMcCoy, false); #else // McCoy should not be visible starting this scene when he goes down with the elevator Actor_Set_Invisible(kActorMcCoy, true); #endif // BLADERUNNER_ORIGINAL_BUGS } if (!Game_Flag_Query(kFlagUG08ElevatorUp)) { Scene_Exit_Add_2D_Exit(0, 394, 205, 464, 281, 0); } Scene_Exit_Add_2D_Exit(1, 560, 90, 639, 368, 1); Scene_Exit_Add_2D_Exit(2, 108, 85, 175, 210, 3); Ambient_Sounds_Add_Looping_Sound(kSfxSTMLOOP7, 15, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 40, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxUGBED2, 40, 0, 1); Ambient_Sounds_Add_Sound(kSfxYELL1M2, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxYELL1M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxGRUNT1M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxGRUNT2M2, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxGRUNT2M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); if ( Global_Variable_Query(kVariableChapter) == 4 && !Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy) ) { Actor_Set_Goal_Number(kActorTransient, 390); } if (Actor_Query_Goal_Number(kActorTransient) == 599) { Actor_Change_Animation_Mode(kActorTransient, 89); } if (Game_Flag_Query(kFlagUG08toUG13)) { Scene_Loop_Start_Special(0, 0, 0); Scene_Loop_Set_Default(1); } else if (Game_Flag_Query(kFlagUG08ElevatorUp)) { Scene_Loop_Set_Default(4); } else { Scene_Loop_Set_Default(1); } } void SceneScriptUG13::SceneLoaded() { Obstacle_Object("BASKET", true); Obstacle_Object("BOLLARD", true); Unobstacle_Object("STAIR", true); Unobstacle_Object("BOX FOR ARCHWAY 02", true); Unobstacle_Object("STAIR_RAIL", true); Unobstacle_Object("DISC_LEFT", true); #if BLADERUNNER_ORIGINAL_BUGS #else if (Game_Flag_Query(kFlagUG08ElevatorUp)) { Obstacle_Object("ELEVBLOCK", true); } else { Unobstacle_Object("ELEVBLOCK", true); } #endif // BLADERUNNER_ORIGINAL_BUGS Clickable_Object("BASKET"); Clickable_Object("BOLLARD"); Unclickable_Object("BASKET"); if ( Global_Variable_Query(kVariableChapter) >= 3 && !Actor_Clue_Query(kActorMcCoy, kClueOriginalRequisitionForm) && Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy) && (Actor_Clue_Query(kActorMcCoy, kClueShippingForm) || Actor_Clue_Query(kActorMcCoy, kClueWeaponsOrderForm) ) ) { Item_Add_To_World(kItemWeaponsOrderForm, kModelAnimationOriginalRequisitionForm, 85, -209.01f, 70.76f, -351.79f, 0, 16, 12, false, true, false, true); } } bool SceneScriptUG13::MouseClick(int x, int y) { return false; } bool SceneScriptUG13::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("BOLLARD", objectName)) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 7.0f, 44.0f, -695.0f, 0, true, false, 0)) { Actor_Face_Object(kActorMcCoy, "BOLLARD", true); if (Game_Flag_Query(kFlagUG08ElevatorUp)) { Scene_Loop_Set_Default(1); #if BLADERUNNER_ORIGINAL_BUGS #else // start elevator sound, but wait a bit before starting the special loop Ambient_Sounds_Play_Sound(kSfxCARGELE2, 90, 0, 0, 100); Delay(1500); #endif // BLADERUNNER_ORIGINAL_BUGS Scene_Loop_Start_Special(kSceneLoopModeOnce, 0, false); Game_Flag_Reset(kFlagUG08ElevatorUp); Game_Flag_Set(kFlagUG13CallElevator); #if BLADERUNNER_ORIGINAL_BUGS #else Unobstacle_Object("ELEVBLOCK", true); #endif // BLADERUNNER_ORIGINAL_BUGS return true; } else { Scene_Loop_Set_Default(4); Scene_Loop_Start_Special(kSceneLoopModeOnce, 3, false); Game_Flag_Set(kFlagUG08ElevatorUp); Scene_Exit_Remove(0); #if BLADERUNNER_ORIGINAL_BUGS #else Obstacle_Object("ELEVBLOCK", true); #endif // BLADERUNNER_ORIGINAL_BUGS return true; } } } return false; } bool SceneScriptUG13::ClickedOnActor(int actorId) { if (actorId == kActorTransient && Global_Variable_Query(kVariableChapter) == 4 ) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -248.0f, 44.0f, -390.0f, 12, true, false, 0)) { Actor_Face_Actor(kActorMcCoy, kActorTransient, true); if (Actor_Query_Goal_Number(kActorTransient) != 6 && Actor_Query_Goal_Number(kActorTransient) != 599 ) { if (!Game_Flag_Query(kFlagUG13HomelessTalk1)) { Actor_Face_Actor(kActorMcCoy, kActorTransient, true); Game_Flag_Set(kFlagUG13HomelessTalk1); Actor_Says(kActorMcCoy, 5560, 13); // hey Actor_Says_With_Pause(kActorMcCoy, 5565, 3.0f, 18); // haven't i seen...? Actor_Says(kActorTransient, 70, 31); // Ah, always chasing. Actor_Says(kActorTransient, 80, 32); // Got that big dumb lox... Actor_Says(kActorMcCoy, 5570, kAnimationModeTalk); // small world... Actor_Says(kActorTransient, 90, 32); // Hm, guess so } else if (!Actor_Clue_Query(kActorMcCoy, kClueHomelessManInterview1) || !Actor_Clue_Query(kActorMcCoy, kClueHomelessManInterview2)) { dialogueWithHomeless1(); } else { Actor_Set_Goal_Number(kActorTransient, 391); if (Actor_Clue_Query(kActorMcCoy, kClueFlaskOfAbsinthe)) { dialogueWithHomeless1(); } else { Actor_Face_Actor(kActorMcCoy, kActorTransient, true); Actor_Says(kActorMcCoy, 5600, 14); // Let me ask you Actor_Says(kActorTransient, 100, 53); // sleeping, mumbling Actor_Says(kActorMcCoy, 5605, 18); // I'm talking to you... Actor_Start_Speech_Sample(kActorTransient, 110); // sleeping, mumbling Actor_Set_Goal_Number(kActorTransient, 395); } } } else if (Random_Query(0, 1) == 1) { Actor_Says(kActorMcCoy, 8590, 16); } else { Actor_Says(kActorMcCoy, 8655, 15); } } } return false; } bool SceneScriptUG13::ClickedOnItem(int itemId, bool a2) { if (itemId == kItemWeaponsOrderForm) { if (!Loop_Actor_Walk_To_Item(kActorMcCoy, kItemWeaponsOrderForm, 36, true, false)) { Actor_Face_Item(kActorMcCoy, kItemWeaponsOrderForm, true); Actor_Clue_Acquire(kActorMcCoy, kClueOriginalRequisitionForm, true, -1); Item_Remove_From_World(kItemWeaponsOrderForm); Item_Pickup_Spin_Effect(kModelAnimationOriginalRequisitionForm, 426, 316); Actor_Voice_Over(3950, kActorVoiceOver); Actor_Voice_Over(3960, kActorVoiceOver); Actor_Voice_Over(3970, kActorVoiceOver); Actor_Voice_Over(3980, kActorVoiceOver); Actor_Voice_Over(3990, kActorVoiceOver); Actor_Voice_Over(4000, kActorVoiceOver); return true; } } return false; } bool SceneScriptUG13::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -32.0f, 54.63f, -883.0f, 0, true, false, 0)) { Player_Loses_Control(); Game_Flag_Set(kFlagUG13toUG08); Game_Flag_Set(kFlagUG08ElevatorUp); Set_Enter(kSetUG08, kSceneUG08); Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, false); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 39.0f, 52.94f, -528.0f, 0, true, false, 0)) { Game_Flag_Set(kFlagUG13toUG15); Set_Enter(kSetUG15, kSceneUG15); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -267.0f, 44.0f, -795.0f, 0, true, false, 0)) { Actor_Face_Heading(kActorMcCoy, 830, false); Footstep_Sound_Override_On(3); Loop_Actor_Travel_Stairs(kActorMcCoy, 11, true, kAnimationModeIdle); Footstep_Sound_Override_Off(); // This path is unreachable in the original game // TEST maybe restore this condition. Probably occurs before meeting with Guzza is set if (_vm->_cutContent) { if (!Game_Flag_Query(kFlagCallWithGuzza)) { // Passage to UG18 is locked // This two lines of dialogue is not in the code of the original game if (Actor_Query_Goal_Number(kActorTransient) == 391 || Actor_Query_Goal_Number(kActorTransient) == 395 || Actor_Query_Goal_Number(kActorTransient) == 599 ) { Actor_Says(kActorMcCoy, 8522, 14); // Locked } else { Actor_Says(kActorMcCoy, 5555, 14); // How do I get this thing open? Actor_Says(kActorTransient, 60, 31); // Nah, it only happens when they want it to open. } // turn back Actor_Face_Heading(kActorMcCoy, 325, false); Loop_Actor_Travel_Stairs(kActorMcCoy, 11, false, kAnimationModeIdle); return true; } } Loop_Actor_Walk_To_XYZ(kActorMcCoy, -477.0f, 141.9f, -870.0f, 0, false, false, 0); Game_Flag_Set(kFlagUG13toUG18); Set_Enter(kSetUG18, kSceneUG18); } return true; } return false; } bool SceneScriptUG13::ClickedOn2DRegion(int region) { return false; } void SceneScriptUG13::SceneFrameAdvanced(int frame) { if (frame == 94) { Ambient_Sounds_Play_Sound(kSfxCARGELE2, 90, 0, 0, 100); } if (Game_Flag_Query(kFlagUG13CallElevator) && frame > 29 && frame < 91 ) { Scene_Exit_Add_2D_Exit(0, 394, 205, 464, 281, 0); Game_Flag_Reset(kFlagUG13CallElevator); //return true; return; } if (Game_Flag_Query(kFlagUG08toUG13) && frame < 25 ) { Actor_Set_Invisible(kActorMcCoy, true); } else if (Game_Flag_Query(kFlagUG13toUG08) && frame >= 94 && frame <= 120 ) { Actor_Set_Invisible(kActorMcCoy, true); } else { Actor_Set_Invisible(kActorMcCoy, false); } //return false; return; } void SceneScriptUG13::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptUG13::PlayerWalkedIn() { if (Game_Flag_Query(kFlagUG18toUG13)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -389.0f, 143.0f, -844.0f, 0, false, false, 0); Actor_Face_Heading(kActorMcCoy, 325, false); Footstep_Sound_Override_On(3); Loop_Actor_Travel_Stairs(kActorMcCoy, 11, false, kAnimationModeIdle); Footstep_Sound_Override_Off(); Game_Flag_Reset(kFlagUG18toUG13); } else if (Game_Flag_Query(kFlagUG15toUG13)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -12.0f, 44.0f, -528.0f, 0, false, false, 0); Game_Flag_Reset(kFlagUG15toUG13); } else { // arrived from elevator (going down) Loop_Actor_Walk_To_XYZ(kActorMcCoy, -60.0f, 55.24f, -816.0f, 0, false, false, 0); Game_Flag_Reset(kFlagUG08toUG13); Player_Gains_Control(); } if ( Actor_Query_Goal_Number(kActorTransient) >= 390 && !Game_Flag_Query(kFlagCT04HomelessKilledByMcCoy) ) { if (!Game_Flag_Query(kFlagUG13Entered)) { Game_Flag_Set(kFlagUG13Entered); Actor_Says(kActorTransient, 50, kAnimationModeTalk); // Hey, another one? ... } else { if (Random_Query(1, 3) == 1) { Actor_Set_Goal_Number(kActorTransient, 395); } } } //return false; } void SceneScriptUG13::PlayerWalkedOut() { Actor_Set_Invisible(kActorMcCoy, false); Ambient_Sounds_Remove_All_Looping_Sounds(1); if (Game_Flag_Query(kFlagUG13toUG08)) { Ambient_Sounds_Remove_Sound(kSfxYELL1M2, false); Ambient_Sounds_Remove_Sound(kSfxYELL1M3, false); Ambient_Sounds_Remove_Sound(kSfxGRUNT1M1, false); Ambient_Sounds_Remove_Sound(kSfxGRUNT2M2, false); Ambient_Sounds_Remove_Sound(kSfxGRUNT2M3, false); } else { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); } } void SceneScriptUG13::DialogueQueueFlushed(int a1) { } void SceneScriptUG13::talkAboutGuzza() { Actor_Clue_Acquire(kActorMcCoy, kClueHomelessManInterview2, false, kActorTransient); Actor_Modify_Friendliness_To_Other(kActorTransient, kActorMcCoy, -10); Actor_Says(kActorTransient, 220, 30); // Bunch of times. Last time weren't that long ago. Actor_Says(kActorMcCoy, 5640, 19); // What was he doing? Actor_Says(kActorTransient, 230, 33); // Collecting guns like always. Actor_Says(kActorMcCoy, 5645, 16); // Handguns? A blaster like mine? Actor_Says(kActorTransient, 240, 30); // Handguns, rifles. A whole armful. Took them through that gate. #if BLADERUNNER_ORIGINAL_BUGS Actor_Says(kActorTransient, 250, 33); // Dumped them it a sewer. They're gone now. You sure you ain't got nothing to drink? #else if (!Actor_Clue_Query(kActorTransient, kClueFlaskOfAbsinthe)) { Actor_Says(kActorTransient, 250, 33); // Dumped them it a sewer. They're gone now. You sure you ain't got nothing to drink? } #endif // BLADERUNNER_ORIGINAL_BUGS Actor_Says(kActorMcCoy, 5650, 14); // Can you describe him? Actor_Says(kActorTransient, 260, 32); // Eh, rough guy. Barks out orders a lot. Everybody listens when he's around. A natural. } void SceneScriptUG13::dialogueWithHomeless1() { Dialogue_Menu_Clear_List(); DM_Add_To_List_Never_Repeat_Once_Selected(1320, 6, 3, 1); // OTHERS if (Actor_Clue_Query(kActorMcCoy, kClueHomelessManInterview1)) { DM_Add_To_List_Never_Repeat_Once_Selected(1330, 5, 8, 5); // FAT MAN } DM_Add_To_List_Never_Repeat_Once_Selected(1340, 2, 4, 6); // SEWERS if (Actor_Clue_Query(kActorMcCoy, kClueFlaskOfAbsinthe)) { DM_Add_To_List_Never_Repeat_Once_Selected(1350, 1, 3, 7); // GIVE FLASK } Dialogue_Menu_Add_DONE_To_List(1360); // DONE Dialogue_Menu_Appear(320, 240); int answer = Dialogue_Menu_Query_Input(); Dialogue_Menu_Disappear(); switch (answer) { case 1320: // OTHERS Actor_Face_Actor(kActorMcCoy, kActorTransient, true); Actor_Clue_Acquire(kActorMcCoy, kClueHomelessManInterview1, false, kActorTransient); Actor_Modify_Friendliness_To_Other(kActorTransient, kActorMcCoy, -5); Actor_Says(kActorMcCoy, 5575, 16); // You said another one... if (_vm->_cutContent) { Actor_Says(kActorTransient, 130, 31); // You got something...? Actor_Says(kActorMcCoy, 5580, 14); // A lot of people...? } Actor_Says(kActorTransient, 120, 31); // None of that are people... if (_vm->_cutContent) { Actor_Says(kActorTransient, 380, 32); // Skin-jobs, okay? } Actor_Says(kActorMcCoy, 5610, 15); // How do you know...? Actor_Says(kActorTransient, 140, 32); // Are you kidding? if (_vm->_cutContent) { Actor_Says(kActorTransient, 150, 31); // Something funny about their eyes. } Actor_Says(kActorMcCoy, 5615, 18); // Describe them... Actor_Says(kActorTransient, 160, 33); // Sure you don't got that drink? Actor_Says(kActorMcCoy, 5620, 9); // Maybe later Actor_Says(kActorTransient, 170, 30); //Well, there's the Japanese guy with the coat and the glasses. Actor_Says(kActorMcCoy, 5625, 12); // Skinny...? Actor_Says(kActorTransient, 180, 32); // Yeah! And the guy with the muscles and the funny hair. Actor_Says(kActorMcCoy, 5630, 18); // Dreadlocks? Actor_Says(kActorTransient, 190, 32); // Right! Seen them twice. And a two headed guy and a fat man. Actor_Says(kActorMcCoy, 5635, 15); // Fat man? Actor_Says(kActorTransient, 200, 31); // Nah, the other fat man. You know him. if (_vm->_cutContent) { Actor_Says(kActorTransient, 210, 31); // Saw him wail... } break; case 1330: // FAT MAN Actor_Says(kActorMcCoy, 5585, 16); // How many times have you seen the fat man down here? talkAboutGuzza(); break; case 1340: // SEWERS Actor_Modify_Friendliness_To_Other(kActorTransient, kActorMcCoy, -10); Actor_Says(kActorMcCoy, 5590, 15); // This is where...? Actor_Says(kActorTransient, 270, 31); // You could call it that. Actor_Says(kActorMcCoy, 5655, 16); // You know your way...? Actor_Says(kActorTransient, 280, 32); // You got anything to drink? My throat's awful dry. break; case 1350: // GIVE FLASK Actor_Clue_Acquire(kActorTransient, kClueFlaskOfAbsinthe, false, kActorMcCoy); Actor_Says_With_Pause(kActorMcCoy, 5595, 1.0f, 23); // You still thirsty, pal? Item_Pickup_Spin_Effect(kModelAnimationFlaskOfAbsinthe, 193, 325); Actor_Says(kActorTransient, 290, 33); // Mucho obligado, senor. Actor_Says(kActorMcCoy, 5660, 13); // Stay with me for a minute, pal. Actor_Clue_Lose(kActorMcCoy, kClueFlaskOfAbsinthe); dialogueWithHomeless2(); break; case 1360: // DONE return; default: Actor_Face_Actor(kActorMcCoy, kActorTransient, true); Actor_Says(kActorMcCoy, 5600, 14); // Let me ask you Actor_Says(kActorTransient, 100, 53); // sleeping, mumbling Actor_Says(kActorMcCoy, 5605, 18); // I'm talking to you... Actor_Start_Speech_Sample(kActorTransient, 110); // sleeping, mumbling Actor_Set_Goal_Number(kActorTransient, 395); break; } } void SceneScriptUG13::dialogueWithHomeless2() { // This occurs after the homeless guy gets the flask of absinthe // Note: McCoy can only ask one item from the dialogue menu Actor_Set_Friendliness_To_Other(kActorTransient, kActorMcCoy, 40); Dialogue_Menu_Clear_List(); DM_Add_To_List_Never_Repeat_Once_Selected(1370, 1, 1, 8); // DIRECTIONS DM_Add_To_List_Never_Repeat_Once_Selected(1380, 1, 8, 1); // FAT MAN DM_Add_To_List_Never_Repeat_Once_Selected(1390, 8, 1, 1); // REPLICANTS Dialogue_Menu_Appear(320, 240); int answer = Dialogue_Menu_Query_Input(); Dialogue_Menu_Disappear(); switch (answer) { case 1370: // DIRECTIONS Actor_Says(kActorMcCoy, 5665, 16); // This place is a maze Actor_Says(kActorTransient, 300, 32); // This is the sewers, man. Actor_Says(kActorMcCoy, 5680, 19); // So what? I just follow my nose? Actor_Says(kActorTransient, 310, 33); // Noses get a little overworked down here. Actor_Says(kActorTransient, 330, 30); // You can get to it all from down here. Actor_Start_Speech_Sample(kActorTransient, 110); // sleeping, mumbling Actor_Set_Goal_Number(kActorTransient, 395); Actor_Says(kActorMcCoy, 5685, 18); // Triple-A... break; case 1380: // FAT MAN if (Actor_Clue_Query(kActorMcCoy, kClueHomelessManInterview2)) { Actor_Says(kActorMcCoy, 5670, 9); // About that fat man you saw. Actor_Says(kActorTransient, 340, 31); // You're "kid". Actor_Says(kActorMcCoy, 5690, 19); // Huh? Actor_Says(kActorTransient, 350, 32); // No, you're his kid. That's what it is. Actor_Says(kActorMcCoy, 5695, 14); // How's that? Actor_Says(kActorTransient, 360, 33); // Hell, I seen you guys together. Three weeks ago. Actor_Voice_Over(2710, kActorVoiceOver); Actor_Voice_Over(2730, kActorVoiceOver); Actor_Clue_Acquire(kActorMcCoy, kClueHomelessManKid, false, kActorTransient); } else { // McCoy could also have asked about "Fat Man" before he gives the flask of absinthe // to the homeless man. But if he didn't then he'll only get the same conversation // that he would have got without giving him the flask. #if BLADERUNNER_ORIGINAL_BUGS #else // Re-use this line here, so the question is not so abrupt Actor_Says(kActorMcCoy, 5670, 9); // About that fat man you saw. #endif // BLADERUNNER_ORIGINAL_BUGS Actor_Says(kActorMcCoy, 5700, 15); // He been down here a lot? talkAboutGuzza(); } break; case 1390: // REPLICANTS Actor_Says(kActorMcCoy, 5675, 9); // You say this place is crawling with Reps... Actor_Says(kActorTransient, 370, 32); // They ain't too bad. You don't mess with them, they don't mess with you. Actor_Says(kActorMcCoy, 5705, 10); // Uh-huh. break; } } } // End of namespace BladeRunner