mirror of
https://github.com/scummvm/scummvm.git
synced 2025-04-02 10:52:32 -04:00
366 lines
12 KiB
C++
366 lines
12 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bladerunner/script/scene_script.h"
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namespace BladeRunner {
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enum kCT02Loops {
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kCT02LoopMainLoop = 0,
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kCT02LoopTippingPot = 2,
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kCT02LoopMainPotTipped = 3
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};
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enum kCT02Exits {
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kCT02ExitCT01 = 0,
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kCT02ExitCT03 = 1
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};
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void SceneScriptCT02::InitializeScene() {
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if (Game_Flag_Query(kFlagCT03toCT02)) {
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Game_Flag_Reset(kFlagCT03toCT02);
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Setup_Scene_Information(-154.83f, -145.11f, 9.39f, 516);
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} else if (Game_Flag_Query(kFlagCT02McCoyCombatReady)) {
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// after soup dumping
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Setup_Scene_Information(-213.82f, -145.11f, 214.43f, 82);
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} else {
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#if BLADERUNNER_ORIGINAL_BUGS
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Setup_Scene_Information(-119.02f, -145.11f, 240.99f, 768);
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#else
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// puts McCoy within the obstacle map - prevents clipping through objects
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Setup_Scene_Information(-117.43f, -145.11f, 262.36f, 768);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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if (_vm->_cutContent
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&& Global_Variable_Query(kVariableChapter) == 1
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&& Game_Flag_Query(kFlagCT02McCoyShouldCommentOnDumpedSoup)
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) {
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Scene_2D_Region_Add(0, 115, 350, 430, 420);// dumped soup
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Scene_2D_Region_Add(1, 180, 235, 255, 315);// use a region for the pot too (there's an object but it's better to have a region)
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}
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Scene_Exit_Add_2D_Exit(kCT02ExitCT01, 590, 0, 639, 479, 1);
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if (Actor_Clue_Query(kActorMcCoy, kClueZubenRunsAway)) {
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Scene_Exit_Add_2D_Exit(kCT02ExitCT03, 332, 163, 404, 297, 0);
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} else {
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Overlay_Play("CT02OVER", 0, true, false, 0);
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}
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Ambient_Sounds_Add_Looping_Sound(kSfxKTCHRAIN, 25, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxCTAMBR1, 38, 100, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxBOILPOT2, 32, 0, 1);
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Ambient_Sounds_Add_Sound(kSfxDISH1, 10, 30, 8, 8, 100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxDISH2, 10, 30, 7, 7, 100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxDISH3, 10, 30, 8, 8, 100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxDISH4, 10, 30, 7, 7, 100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 0, 10u, 260u, 17, 19, 100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 20, 10u, 260u, 17, 19, 100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 40, 10u, 260u, 17, 19, 100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 50, 10u, 260u, 17, 19, 100, 100, -101, -101, 1, 1);
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if (Game_Flag_Query(kFlagCT02PotTipped)) {
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Scene_Loop_Set_Default(kCT02LoopMainPotTipped);
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} else {
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Scene_Loop_Set_Default(kCT02LoopMainLoop);
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}
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}
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void SceneScriptCT02::SceneLoaded() {
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Obstacle_Object("STOVE-1", true);
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#if BLADERUNNER_ORIGINAL_BUGS
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Unobstacle_Object("BACK-DOOR", true);
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#else
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Obstacle_Object("STOVE-2", true);
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Obstacle_Object("STOVE-4", true);
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Obstacle_Object("BACKWALL", true);
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// Back wall is split to two parts since there is a back door in the middle
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Obstacle_Object("BACKWALL2", true);
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Obstacle_Object("LFTSTOVE-1", true);
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Obstacle_Object("FRIDGE-1", true);
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if (Actor_Clue_Query(kActorMcCoy, kClueZubenRunsAway)) {
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Unobstacle_Object("BACK-DOOR", true);
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} else {
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Obstacle_Object("BACK-DOOR", true);
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}
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Unclickable_Object("BACKWALL2");
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#endif // BLADERUNNER_ORIGINAL_BUGS
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Unclickable_Object("STOVE-1");
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Unclickable_Object("STOVE-2");
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Unclickable_Object("STOVE-3");
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Unclickable_Object("STOVE-4");
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Unclickable_Object("BIGPOT");
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Unclickable_Object("SOUP-BOWL");
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Unclickable_Object("HOWCOUNTRM");
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Unclickable_Object("LFTSTOVE-1");
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Unclickable_Object("FRIDGE-1");
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Unclickable_Object("LEFTWALL");
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Unclickable_Object("RIGHTWALL");
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Unclickable_Object("BACKWALL");
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Unclickable_Object("TABLE-1");
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Unclickable_Object("COUNTER-2");
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Unclickable_Object("COFFEJUG IN FOREGRO");
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Unclickable_Object("BACK-DOOR");
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if (!Game_Flag_Query(kFlagCT02PotTipped)) {
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Preload(kModelAnimationMcCoyWithGunIdle);
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Preload(kModelAnimationMcCoyWithGunWalking);
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Preload(kModelAnimationMcCoyWithGunWalking); // A bug? Why is this preloaded twice?
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Preload(kModelAnimationMcCoyDodgeAndDrawGun);
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Preload(kModelAnimationZubenRunning);
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Preload(kModelAnimationZubenToppleSoupCauldron);
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Preload(kModelAnimationZubenBashOnDoor);
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}
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if (Game_Flag_Query(kFlagCT02McCoyCombatReady)) {
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Game_Flag_Reset(kFlagCT02McCoyCombatReady);
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Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
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Player_Set_Combat_Mode(true);
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Player_Gains_Control();
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}
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}
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bool SceneScriptCT02::MouseClick(int x, int y) {
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if (Actor_Query_Goal_Number(kActorZuben) == kGoalZubenCT02PushPot) {
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Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyDodge);
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return true;
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}
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return false;
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}
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bool SceneScriptCT02::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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void SceneScriptCT02::dialogueWithZuben() {
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Dialogue_Menu_Clear_List();
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if (Actor_Clue_Query(kActorMcCoy, kClueLucy)) {
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DM_Add_To_List_Never_Repeat_Once_Selected(270, 8, 5, 3); // LUCY PHOTO
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}
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if ( Actor_Clue_Query(kActorMcCoy, kClueRunciterInterviewA)
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&& !Actor_Clue_Query(kActorMcCoy, kClueLucy)
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) {
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DM_Add_To_List_Never_Repeat_Once_Selected(280, 8, 5, 3); // LUCY
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}
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int evidenceCount = 0;
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#if BLADERUNNER_ORIGINAL_BUGS
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if (Actor_Clue_Query(kActorMcCoy, kClueDoorForced2)) {
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evidenceCount = 1;
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}
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#else
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if (Actor_Clue_Query(kActorMcCoy, kClueDoorForced2) || Actor_Clue_Query(kActorMcCoy, kClueDoorForced1)) {
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++evidenceCount;
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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if (Actor_Clue_Query(kActorMcCoy, kClueLabCorpses)) {
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++evidenceCount;
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}
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if (Actor_Clue_Query(kActorMcCoy, kClueLimpingFootprints)) {
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++evidenceCount;
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}
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if (Actor_Clue_Query(kActorMcCoy, kClueCrowdInterviewA)) {
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++evidenceCount;
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}
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if (Actor_Clue_Query(kActorMcCoy, kClueHowieLeeInterview)) {
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++evidenceCount;
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}
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#if BLADERUNNER_ORIGINAL_BUGS
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if (evidenceCount > 3) {
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DM_Add_To_List_Never_Repeat_Once_Selected(290, -1, 4, 8); // VOIGT-KAMPFF
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}
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#else
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// There is an original game's dead end state where:
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// 1. McCoy misses the Lucy Photo (he never gets the photos from Runciter),
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// 2. misses the kClueDoorForced2 and Leary takes off so the player can't get it any more
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// 3. the player does not talk to kFlagMcCoyHasOfficersStatement at all, and Leary takes off, so Dino won't give the kClueLabCorpses
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//
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// An easy to reproduce scenario is, after the intro:
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// - McCoy takes the Chrome plate. Does not talk with Leary at all, nor orders the canvassing
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// - Then, McCoy talks to Runciter until Lucy's desk location is unlocked
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// - McCoy takes the chopstick wrapper and leaves for Chinatown.
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//
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//
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// Solution:
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// -. Restore acquiring of kClueDoorForced1 if McCoy visits the rc01 after Leary takes off.
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// The clue was also acquired in the original, but McCoy did not note he got something
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// and it was not taken into account for the evidenceCount var.
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// This clue is now considered as an alternative to kClueDoorForced2
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// -. Steele will acquire the officer's statement clue if McCoy did not and will upload it to the mainframe
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// -. Make McCoy able to VK Zuben even in Polite mode
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//
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if (evidenceCount > 3) {
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DM_Add_To_List_Never_Repeat_Once_Selected(290, 0, 4, 8); // VOIGT-KAMPFF
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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Dialogue_Menu_Add_DONE_To_List(300); // DONE
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Dialogue_Menu_Appear(320, 240);
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int answerValue = Dialogue_Menu_Query_Input();
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Dialogue_Menu_Disappear();
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switch (answerValue) {
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case 270: // LUCY PHOTO
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Actor_Says(kActorMcCoy, 380, 11);
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Actor_Says(kActorZuben, 30, 17);
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Actor_Says(kActorZuben, 40, 15);
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Actor_Says(kActorMcCoy, 410, 9);
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Actor_Says(kActorZuben, 50, 18);
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Actor_Says(kActorMcCoy, 415, 10);
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Actor_Clue_Acquire(kActorMcCoy, kClueZubenInterview, false, -1);
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Actor_Modify_Friendliness_To_Other(kActorZuben, kActorMcCoy, -5);
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break;
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case 280: // LUCY
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Actor_Says(kActorMcCoy, 385, 9);
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Actor_Says(kActorZuben, 40, 19);
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Actor_Modify_Friendliness_To_Other(kActorZuben, kActorMcCoy, -2);
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break;
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case 290: // VOIGT-KAMPFF
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Actor_Says(kActorMcCoy, 395, 9);
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Actor_Says(kActorMcCoy, 400, 9);
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Actor_Says(kActorZuben, 70, 17);
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Actor_Says(kActorMcCoy, 420, 10);
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Actor_Says(kActorZuben, 80, 14);
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Actor_Modify_Friendliness_To_Other(kActorZuben, kActorMcCoy, -10);
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break;
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case 300: // DONE
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Actor_Says(kActorMcCoy, 405, 11);
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break;
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}
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if (Actor_Query_Friendliness_To_Other(kActorZuben, kActorMcCoy) < 44) {
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Scene_Exits_Disable();
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Actor_Clue_Acquire(kActorMcCoy, kClueZubenRunsAway, true, -1);
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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Unobstacle_Object("BACK-DOOR", true);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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Actor_Set_Goal_Number(kActorZuben, kGoalZubenCT02PushPot);
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Game_Flag_Set(kFlagCT02PotTipped);
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if (_vm->_cutContent) {
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Game_Flag_Set(kFlagCT01TalkToHowieAfterZubenMissing);
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}
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Scene_Loop_Set_Default(kCT02LoopMainPotTipped);
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Scene_Loop_Start_Special(kSceneLoopModeOnce, kCT02LoopTippingPot, true);
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}
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}
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bool SceneScriptCT02::ClickedOnActor(int actorId) {
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if (actorId == kActorZuben && Actor_Query_Goal_Number(kActorZuben) == kGoalZubenCT01WalkToCT02) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -255.02f, -145.11f, 212.42f, 0, true, false, false)) {
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Actor_Face_Actor(kActorMcCoy, kActorZuben, true);
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Actor_Face_Actor(kActorZuben, kActorMcCoy, true);
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if (!Game_Flag_Query(kFlagCT02ZubenTalk)) {
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Actor_Says(kActorMcCoy, 370, 10);
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Actor_Says(kActorZuben, 20, 19);
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Actor_Says(kActorMcCoy, 375, 9);
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Game_Flag_Set(kFlagCT02ZubenTalk);
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}
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dialogueWithZuben();
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return true;
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}
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}
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return false;
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}
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bool SceneScriptCT02::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptCT02::ClickedOnExit(int exitId) {
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if (exitId == kCT02ExitCT01) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -111.2f, -145.11f, 243.28f, 0, true, false, false)) {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1u);
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Game_Flag_Set(kFlagCT02toCT01walk);
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Game_Flag_Set(kFlagCT02toCT01);
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Set_Enter(kSetCT01_CT12, kSceneCT01);
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}
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return true;
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}
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if (exitId == kCT02ExitCT03) {
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bool v1;
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if (Player_Query_Combat_Mode()) {
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v1 = Loop_Actor_Walk_To_XYZ(kActorMcCoy, -154.83f, -145.11f, -82.61f, 0, true, true, false);
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} else {
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v1 = Loop_Actor_Walk_To_XYZ(kActorMcCoy, -154.83f, -145.11f, -82.61f, 0, true, false, false);
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}
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if (!v1) {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1u);
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Game_Flag_Set(kFlagCT02toCT03);
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Set_Enter(kSetCT03_CT04, kSceneCT03);
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}
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return true;
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}
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return false;
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}
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bool SceneScriptCT02::ClickedOn2DRegion(int region) {
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if (_vm->_cutContent
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&& Global_Variable_Query(kVariableChapter) == 1
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&& Game_Flag_Query(kFlagCT02McCoyShouldCommentOnDumpedSoup)
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&& (region == 0 || region == 1)
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) {
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Game_Flag_Reset(kFlagCT02McCoyShouldCommentOnDumpedSoup);
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Scene_2D_Region_Remove(0);
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Scene_2D_Region_Remove(1);
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Actor_Voice_Over(4270, kActorVoiceOver);
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return true;
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}
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return false;
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}
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void SceneScriptCT02::SceneFrameAdvanced(int frame) {
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if (frame == 6 || frame == 12 || frame == 19 || frame == 25 || frame == 46 || frame == 59) {
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Sound_Play(kSfxNEON7, Random_Query(25, 33), -70, -70, 50);
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}
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if (frame == 72) {
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Sound_Play(kSfxBIGPOT4, 50, 0, 0, 50);
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}
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if (frame == 71) {
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Sound_Play(kSfxBIGPOT3, 40, 0, 0, 50);
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}
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if (frame == 72) {
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Sound_Play(kSfxPOTSPL5, 60, -20, 40, 50);
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}
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if (frame == 61) {
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Music_Play(kMusicBatl226M, 50, 0, 2, -1, kMusicLoopPlayOnce, 0);
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}
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if (frame == 81) {
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Scene_Exit_Add_2D_Exit(kCT02ExitCT03, 332, 163, 404, 297, 0);
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Scene_Exits_Enable();
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}
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}
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void SceneScriptCT02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptCT02::PlayerWalkedIn() {
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}
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void SceneScriptCT02::PlayerWalkedOut() {
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if (!Actor_Clue_Query(kActorMcCoy, kClueZubenRunsAway)) {
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Overlay_Remove("CT02OVER");
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}
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}
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void SceneScriptCT02::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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