mirror of
https://github.com/scummvm/scummvm.git
synced 2025-04-02 10:52:32 -04:00
599 lines
25 KiB
C++
599 lines
25 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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static int kPoliceMazePS10TargetCount = 20;
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int SceneScriptPS10::getPoliceMazePS10TargetCount() {
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return kPoliceMazePS10TargetCount;
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}
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static const int *getPoliceMazePS10TrackData1() { // Enemy linked series (kItemPS10Target1, kItemPS10Target2) - Rotating reveal
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static int trackData[] = {
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kPMTIActivate, kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount,
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kPMTIVariableInc, kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target1, 0, // remove target-able here
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kPMTITargetSet, kItemPS10Target2, 0, // remove target-able here
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIObstacleReset, kItemPS10Target1,
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kPMTIObstacleReset, kItemPS10Target2,
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kPMTIFacing, 989,
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kPMTIPosition, 0,
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kPMTITargetSet, kItemPS10Target1, 1,
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kPMTITargetSet, kItemPS10Target2, 1,
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kPMTIEnemyReset, kItemPS10Target1,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTIEnemyReset, kItemPS10Target2, // both targets should clear their enemy flag here
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIWaitRandom, 3000, 5000,
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kPMTIObstacleSet, kItemPS10Target1,
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kPMTIPlaySound, kSfxUPTARG3, 100,
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kPMTIMove, 14,
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kPMTIWait, 1000,
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kPMTIRotate, 740, 80,
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kPMTIEnemySet, kItemPS10Target1, // rotate - reveal
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTIEnemySet, kItemPS10Target2, // both targets should set their enemy flag here
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIWait, 0,
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kPMTIRotate, 488, 80,
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kPMTIWait, 1000,
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kPMTIShoot, kSfxSMCAL3, 33,
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kPMTIWait, 0,
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kPMTIRotate, 740, 80,
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kPMTIPausedReset, kItemPS10Target2, // kItemPS10Target2 continues the route of this item
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kPMTIObstacleReset, kItemPS10Target1, // kItemPS10Target1 becomes invisible
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target1, 0, // remove target-able here - only for Target1 item
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIObstacleSet, kItemPS10Target2, // kItemPS10Target2 becomes visible in kItemPS10Target1's place
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kPMTIPausedSet, kItemPS10Target1,
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kPMTIPosition, 0,
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kPMTIRestart
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};
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return trackData;
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}
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static const int *getPoliceMazePS10TrackData2() { // Enemy linked series (kItemPS10Target1, kItemPS10Target2)
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static int trackData[] = {
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kPMTIFacing, 740,
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kPMTIPosition, 0,
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kPMTIEnemySet, kItemPS10Target2, // [redundant after bug fix]
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kPMTIMove, 69,
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kPMTIWait, 500,
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kPMTIObstacleReset, kItemPS10Target2,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target2, 0, // remove target-able here - only for Target2 item
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIPausedReset, kItemPS10Target5,
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kPMTIPausedSet, kItemPS10Target2,
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kPMTIPosition, 0,
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kPMTIRestart
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};
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return trackData;
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}
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static const int *getPoliceMazePS10TrackData3() { // Enemy (kItemPS10Target3) - Starts activated - Rotating reveal
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static int trackData[] = {
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kPMTIActivate, kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount,
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kPMTIVariableInc, kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target3, 0, // remove target-able here
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIObstacleReset, kItemPS10Target3,
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kPMTIFacing, 993,
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kPMTIPosition, 0,
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kPMTIWaitRandom, 3000, 5000,
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kPMTIObstacleSet, kItemPS10Target3,
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kPMTIPlaySound, kSfxUPTARG3, 100,
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kPMTITargetSet, kItemPS10Target3, 1,
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kPMTIEnemyReset, kItemPS10Target3,
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kPMTIMove, 5,
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kPMTIWait, 1000,
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kPMTIEnemySet, kItemPS10Target3, // rotate - reveal
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kPMTIRotate, 233, 80,
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kPMTIWait, 0,
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kPMTIRotate, 491, 80,
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kPMTIWait, 500,
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kPMTIShoot, kSfxSMCAL3, 33,
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kPMTIWait, 500,
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kPMTIRotate, 233, 80,
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kPMTIWait, 0,
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kPMTIRotate, 993, 80,
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kPMTIPlaySound, kSfxTARGUP6, 33,
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kPMTIMove, 0,
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kPMTIObstacleReset, kItemPS10Target3,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target3, 0, // remove target-able here
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// kPMTIPausedSet, kItemPS10Target3, // intended: Original kItemPS10Target3 does not get paused - it loops on its own
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIRestart
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};
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return trackData;
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}
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static const int *getPoliceMazePS10TrackData4() { // Innocent (kItemPS10Target4)
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static int trackData[] = {
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kPMTIActivate, kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount,
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kPMTIVariableInc, kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target4, 0, // remove target-able here
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIObstacleReset, kItemPS10Target4,
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kPMTIFacing, 993,
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kPMTIPosition, 0,
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kPMTIWaitRandom, 3000, 6000,
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kPMTIObstacleSet, kItemPS10Target4,
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kPMTIPlaySound, kSfxUPTARG3, 100,
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kPMTITargetSet, kItemPS10Target4, 1,
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kPMTIEnemyReset, kItemPS10Target4,
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kPMTIMove, 34,
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kPMTIWait, 500,
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kPMTIRotate, 491, 80,
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kPMTIMove, 0,
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kPMTILeave,
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kPMTIObstacleReset, kItemPS10Target4,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target4, 0, // remove target-able here
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIPausedReset, kItemPS10Target8,
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kPMTIPausedSet, kItemPS10Target4,
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kPMTIRestart
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};
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return trackData;
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}
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static const int *getPoliceMazePS10TrackData5() { // Innocent (kItemPS10Target5) - Starts activated
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static int trackData[] = {
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kPMTIActivate, kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount,
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kPMTIVariableInc, kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target5, 0, // remove target-able here
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIObstacleReset, kItemPS10Target5,
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kPMTIFacing, 0,
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kPMTIPosition, 0,
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kPMTIWaitRandom, 4000, 6000,
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kPMTIObstacleSet, kItemPS10Target5,
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kPMTIPlaySound, kSfxUPTARG3, 100,
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kPMTITargetSet, kItemPS10Target5, 1,
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kPMTIEnemyReset, kItemPS10Target5,
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kPMTIMove, 5,
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kPMTIWait, 1000,
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kPMTIRotate, 512, 100,
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kPMTIWait, 2000,
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kPMTIRotate, 0, -100,
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kPMTIPlaySound, kSfxTARGUP6, 33,
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kPMTIMove, 0,
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kPMTILeave,
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kPMTIObstacleReset, kItemPS10Target5,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target5, 0, // remove target-able here
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIPausedReset, kItemPS10Target1,
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kPMTIPausedSet, kItemPS10Target5,
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kPMTIRestart
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};
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return trackData;
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}
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// NOTE Track 6 is used only once as is; it's activated when entering the room
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static const int *getPoliceMazePS10TrackData6() { // Enemy (kItemPS10Target6) - Starts activated - Rotating reveal
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static int trackData[] = {
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kPMTIActivate, kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount,
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kPMTIVariableInc, kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target6, 0, // remove target-able here
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIObstacleReset, kItemPS10Target6,
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kPMTIFacing, 999,
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kPMTIPosition, 0,
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kPMTIWaitRandom, 4000, 6000,
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kPMTIObstacleSet, kItemPS10Target6,
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kPMTIPlaySound, kSfxUPTARG3, 100,
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kPMTITargetSet, kItemPS10Target6, 1,
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kPMTIEnemyReset, kItemPS10Target6,
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kPMTIMove, 7,
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kPMTIWait, 500,
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kPMTIEnemySet, kItemPS10Target6, // rotate - reveal
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kPMTIRotate, 750, 80,
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kPMTIWait, 0,
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kPMTIRotate, 500, 80,
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kPMTIWait, 1000,
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kPMTIShoot, kSfxSMCAL3, 33,
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kPMTIWait, 0,
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kPMTIRotate, 750, 80,
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kPMTIWait, 0,
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kPMTIRotate, 999, 80,
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kPMTIPlaySound, kSfxTARGUP6, 33,
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kPMTIMove, 0,
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kPMTIObstacleReset, kItemPS10Target6,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target6, 0, // remove target-able here
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIPausedReset, kItemPS10Target7,
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kPMTIPausedReset, kItemPS10Target9,
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kPMTIPausedSet, kItemPS10Target6,
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kPMTIRestart
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};
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return trackData;
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}
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static const int *getPoliceMazePS10TrackData7() { // Innocent (kItemPS10Target7)
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static int trackData[] = {
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kPMTIActivate, kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount,
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kPMTIVariableInc, kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target7, 0, // remove target-able here
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIObstacleReset, kItemPS10Target7,
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kPMTIFacing, 264,
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kPMTIPosition, 0,
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kPMTIWaitRandom, 3000, 6000,
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kPMTITargetSet, kItemPS10Target7, 1,
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kPMTIEnemyReset, kItemPS10Target7,
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kPMTIObstacleSet, kItemPS10Target7,
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kPMTIMove, 89,
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kPMTIWaitRandom, 4000, 8000,
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kPMTIFacing, 776,
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kPMTIMove, 0,
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kPMTILeave,
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kPMTIObstacleReset, kItemPS10Target7,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target7, 0, // remove target-able here
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIPausedSet, kItemPS10Target7,
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kPMTIRestart
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};
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return trackData;
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}
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static const int *getPoliceMazePS10TrackData8() { // Enemy (kItemPS10Target8) - Starts activated - Rotating reveal
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static int trackData[] = {
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kPMTIActivate, kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount,
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kPMTIVariableInc, kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target8, 0, // remove target-able here
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIObstacleReset, kItemPS10Target8,
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kPMTIFacing, 993,
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kPMTIPosition, 0,
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kPMTIWaitRandom, 4000, 6000,
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kPMTIObstacleSet, kItemPS10Target8,
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kPMTIPlaySound, kSfxUPTARG3, 100,
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kPMTITargetSet, kItemPS10Target8, 1,
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kPMTIEnemyReset, kItemPS10Target8,
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kPMTIMove, 34,
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kPMTIWait, 500,
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kPMTIEnemySet, kItemPS10Target8, // rotate - reveal
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kPMTIRotate, 491, 80,
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kPMTIMove, 20,
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#if BLADERUNNER_ORIGINAL_BUGS
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kPMTIWait, 0, // this results in shooting too fast
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#else
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kPMTIWaitRandom, 400, 800, // introduce a small wait here (400 - 800)
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#endif
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kPMTIShoot, kSfxSMCAL3, 33,
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kPMTIMove, 0,
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kPMTIObstacleReset, kItemPS10Target8,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target8, 0, // remove target-able here
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIPausedReset, kItemPS10Target4,
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kPMTIPausedSet, kItemPS10Target8,
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kPMTIRestart
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};
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return trackData;
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}
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static const int *getPoliceMazePS10TrackData9() { // Special (kItemPS10Target9) - Enemy x2
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static int trackData[] = {
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kPMTIActivate, kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount,
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kPMTIVariableInc, kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target9, 0, // remove target-able here
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIObstacleReset, kItemPS10Target9,
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kPMTIFacing, 738,
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kPMTIPosition, 0,
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kPMTIWaitRandom, 2000, 5000,
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kPMTITargetSet, kItemPS10Target9, 1,
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kPMTIEnemySet, kItemPS10Target9,
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kPMTIObstacleSet, kItemPS10Target9,
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kPMTIPlaySound, kSfxCROSLOCK, 33,
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kPMTIMove, 23,
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kPMTIPlaySound, kSfxCROSLOCK, 33,
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kPMTIWait, 200,
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kPMTIPlaySound, kSfxTARGUP4, 33,
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kPMTIRotate, 498, 100,
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kPMTIPlaySound, kSfxCROSLOCK, 33,
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kPMTIWait, 100,
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kPMTIShoot, kSfxSMCAL3, 33,
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kPMTIPlaySound, kSfxTARGUP4, 33,
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kPMTIMove, 35,
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kPMTIPlaySound, kSfxTARGUP4, 33,
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kPMTIWait, 100,
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kPMTIShoot, kSfxSMCAL3, 33,
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kPMTIPlaySound, kSfxCROSLOCK, 33,
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kPMTIMove, 23,
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kPMTIPlaySound, kSfxTARGUP4, 33,
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kPMTIWait, 100,
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kPMTIShoot, kSfxSMCAL3, 33,
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kPMTIPlaySound, kSfxTARGUP4, 33,
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kPMTIRotate, 758, 100,
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kPMTIPlaySound, kSfxTARGUP4, 33,
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kPMTIMove, 89,
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kPMTIPlaySound, kSfxCROSLOCK, 33,
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kPMTIWaitRandom, 4000, 6000,
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kPMTITargetSet, kItemPS10Target9, 1, // intended: special: "second" enemy (re-using the target of the track)
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kPMTIEnemySet, kItemPS10Target9, // intended: special: "second" enemy (re-using the target of the track)
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kPMTIFacing, 216,
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kPMTIPlaySound, kSfxTARGUP4, 33,
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kPMTIMove, 69,
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kPMTIWait, 100,
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kPMTIPlaySound, kSfxTARGUP4, 33,
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kPMTIRotate, 498, 100,
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kPMTIWait, 100,
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kPMTIShoot, kSfxSMCAL3, 33,
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kPMTIPlaySound, kSfxCROSLOCK, 33,
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kPMTIRotate, 216, 100,
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kPMTIPlaySound, kSfxTARGUP4, 33,
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kPMTIMove, 0,
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kPMTIObstacleReset, kItemPS10Target9,
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#if !BLADERUNNER_ORIGINAL_BUGS
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kPMTITargetSet, kItemPS10Target9, 0, // remove target-able here
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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kPMTIPausedSet, kItemPS10Target9,
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kPMTIRestart
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};
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return trackData;
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}
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void SceneScriptPS10::InitializeScene() {
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Police_Maze_Set_Pause_State(true);
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if (Game_Flag_Query(kFlagPS11toPS10)) {
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float x = World_Waypoint_Query_X(4);
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float y = World_Waypoint_Query_Y(4);
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float z = World_Waypoint_Query_Z(4);
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Setup_Scene_Information(x, y, z, 280);
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} else {
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Setup_Scene_Information(-87.08f, -9.23f, 941.9f, 0);
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}
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Scene_Exit_Add_2D_Exit(1, 0, 0, 20, 479, 3);
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(false);
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Ambient_Sounds_Add_Looping_Sound(kSfxESPLOOP2, 50, 1, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 50, 1, 1);
|
|
Ambient_Sounds_Add_Sound(kSfxSTEAM1, 10, 50, 16, 25, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(kSfxSTEAMY1, 5, 50, 16, 25, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(kSfxSTEAMY2, 6, 50, 16, 25, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(kSfxSCARY4, 2, 100, 14, 16, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(kSfxSCARY5, 2, 100, 14, 16, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(kSfxSCARY6, 2, 100, 14, 16, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(kSfxSCARY7, 2, 100, 14, 16, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0);
|
|
#if !BLADERUNNER_ORIGINAL_BUGS
|
|
if (!Game_Flag_Query(kFlagPS11toPS10)) {
|
|
// Moved here from PS15
|
|
Sound_Play(kSfxLABBUZZ1, 90, 0, 0, 50);
|
|
}
|
|
#endif // !BLADERUNNER_ORIGINAL_BUGS
|
|
}
|
|
|
|
void SceneScriptPS10::SceneLoaded() {
|
|
Obstacle_Object("PARKMETR01", true);
|
|
Obstacle_Object("PARKMETR02", true);
|
|
Obstacle_Object("PARKMETR03", true);
|
|
Obstacle_Object("PARKMETR07", true);
|
|
Obstacle_Object("PARKMETR08", true);
|
|
Obstacle_Object("PARKMETR10", true);
|
|
Obstacle_Object("PARKMETR11", true);
|
|
Obstacle_Object("PARKMETR15", true);
|
|
Obstacle_Object("PARKMETR16", true);
|
|
Obstacle_Object("TUBE14", true);
|
|
Unclickable_Object("PARKMETR01");
|
|
Unclickable_Object("PARKMETR02");
|
|
Unclickable_Object("PARKMETR03");
|
|
Unclickable_Object("PARKMETR07");
|
|
Unclickable_Object("PARKMETR08");
|
|
Unclickable_Object("PARKMETR10");
|
|
Unclickable_Object("PARKMETR11");
|
|
Unclickable_Object("PARKMETR15");
|
|
Unclickable_Object("PARKMETR16");
|
|
Unobstacle_Object("E.SM.WIRE01", true);
|
|
|
|
if (!Query_System_Currently_Loading_Game()) {
|
|
#if BLADERUNNER_ORIGINAL_BUGS
|
|
bool targetStateMZ = true;
|
|
#else
|
|
// every maze target begins as NON-targetable
|
|
bool targetStateMZ = false;
|
|
#endif // BLADERUNNER_ORIGINAL_BUGS
|
|
Item_Add_To_World(kItemPS10Target1, kModelAnimationMaleTargetWithGunActive, kSetPS10_PS11_PS12_PS13, -240.0f, -80.74f, 145.0f, 989, 72, 36, targetStateMZ, false, false, true);
|
|
Item_Add_To_World(kItemPS10Target2, kModelAnimationMaleTargetWithGunActive, kSetPS10_PS11_PS12_PS13, -240.0f, -8.74f, 145.0f, 740, 72, 36, targetStateMZ, false, false, true);
|
|
Item_Add_To_World(kItemPS10Target3, kModelAnimationMaleTargetWithShotgunActive, kSetPS10_PS11_PS12_PS13, -165.0f, 111.53f, -10.0f, 993, 72, 36, targetStateMZ, false, false, true);
|
|
Item_Add_To_World(kItemPS10Target4, kModelAnimationFemaleTargetWithBabyActive, kSetPS10_PS11_PS12_PS13, -125.0f, 160.0f, -10.0f, 993, 72, 36, targetStateMZ, false, false, true);
|
|
Item_Add_To_World(kItemPS10Target5, kModelAnimationMaleTargetEmptyHandsActive, kSetPS10_PS11_PS12_PS13, -246.71f, 205.51f, -20.0f, 0, 72, 36, targetStateMZ, false, false, true);
|
|
Item_Add_To_World(kItemPS10Target6, kModelAnimationMaleTargetWithShotgunActive, kSetPS10_PS11_PS12_PS13, -27.69f, -86.92f, 434.0f, 999, 72, 36, targetStateMZ, false, false, true);
|
|
Item_Add_To_World(kItemPS10Target7, kModelAnimationMaleTargetEmptyHandsActive, kSetPS10_PS11_PS12_PS13, -347.15f, 7.68f, -20.0f, 264, 72, 36, targetStateMZ, false, false, true);
|
|
Item_Add_To_World(kItemPS10Target8, kModelAnimationFemaleTargetWithGunActive, kSetPS10_PS11_PS12_PS13, -51.0f, 160.0f, -10.0f, 993, 72, 36, targetStateMZ, false, false, true);
|
|
Item_Add_To_World(kItemPS10Target9, kModelAnimationMaleTargetWithShotgunActive, kSetPS10_PS11_PS12_PS13, 39.0f, 9.16f, -20.0f, 738, 72, 36, targetStateMZ, false, false, true);
|
|
|
|
}
|
|
|
|
Police_Maze_Target_Track_Add(kItemPS10Target1, -240.0f, -80.74f, 145.0f, -240.0f, -8.74f, 145.0f, 15, getPoliceMazePS10TrackData1(), false);
|
|
Police_Maze_Target_Track_Add(kItemPS10Target2, -240.0f, -8.74f, 145.0f, -450.0f, -8.74f, 145.0f, 70, getPoliceMazePS10TrackData2(), false);
|
|
Police_Maze_Target_Track_Add(kItemPS10Target3, -165.0f, 111.53f, -10.0f, -165.0f, 167.53f, -10.0f, 6, getPoliceMazePS10TrackData3(), true);
|
|
Police_Maze_Target_Track_Add(kItemPS10Target4, -125.0f, 160.0f, -10.0f, -51.0f, 160.0f, -10.0f, 35, getPoliceMazePS10TrackData4(), false);
|
|
Police_Maze_Target_Track_Add(kItemPS10Target5, -246.71f, 205.51f, -20.0f, -246.71f, 241.51f, -20.0f, 6, getPoliceMazePS10TrackData5(), true);
|
|
Police_Maze_Target_Track_Add(kItemPS10Target6, -27.69f, -86.92f, 434.0f, -27.69f, -18.92f, 434.0f, 8, getPoliceMazePS10TrackData6(), true);
|
|
Police_Maze_Target_Track_Add(kItemPS10Target7, -347.15f, 7.68f, -20.0f, 39.0f, 9.16f, -20.0f, 90, getPoliceMazePS10TrackData7(), false);
|
|
Police_Maze_Target_Track_Add(kItemPS10Target8, -51.0f, 160.0f, -10.0f, -125.0f, 160.0f, -10.0f, 35, getPoliceMazePS10TrackData8(), true);
|
|
Police_Maze_Target_Track_Add(kItemPS10Target9, 39.0f, 9.16f, -20.0f, -347.15f, 7.68f, -20.0f, 90, getPoliceMazePS10TrackData9(), false);
|
|
Preload(kModelAnimationMaleTargetEmptyHandsActive);
|
|
Preload(kModelAnimationMaleTargetEmptyHandsDead);
|
|
Preload(kModelAnimationMaleTargetWithGunActive);
|
|
Preload(kModelAnimationMaleTargetWithGunDead);
|
|
Preload(kModelAnimationMaleTargetWithShotgunActive);
|
|
Preload(kModelAnimationMaleTargetWithShotgunDead);
|
|
Preload(kModelAnimationFemaleTargetWithBabyActive);
|
|
Preload(kModelAnimationFemaleTargetWithBabyDead);
|
|
Preload(kModelAnimationFemaleTargetWithGunActive);
|
|
Preload(kModelAnimationFemaleTargetWithGunDead);
|
|
}
|
|
|
|
bool SceneScriptPS10::MouseClick(int x, int y) {
|
|
return false;
|
|
}
|
|
|
|
bool SceneScriptPS10::ClickedOn3DObject(const char *objectName, bool combatMode) {
|
|
return false;
|
|
}
|
|
|
|
bool SceneScriptPS10::ClickedOnActor(int actorId) {
|
|
return false;
|
|
}
|
|
|
|
bool SceneScriptPS10::ClickedOnItem(int itemId, bool combatMode) {
|
|
if (Player_Query_Combat_Mode()) {
|
|
switch (itemId) {
|
|
case kItemPS10Target4:
|
|
Sound_Play(kSfxFEMHURT2, 50, 0, 0, 50);
|
|
break;
|
|
case kItemPS10Target5: // fall through
|
|
case kItemPS10Target7:
|
|
Sound_Play(kSfxMALEHURT, 50, 0, 0, 50);
|
|
break;
|
|
default:
|
|
Sound_Play(kSfxSPINNY1, 12, 0, 0, 50);
|
|
break;
|
|
}
|
|
|
|
#if BLADERUNNER_ORIGINAL_BUGS
|
|
Item_Spin_In_World(itemId);
|
|
#endif // BLADERUNNER_ORIGINAL_BUGS
|
|
switch (itemId) {
|
|
case kItemPS10Target1: // fall through // treated the same as kItemPS10Target2 (In the original code they are the same target in different tracks)
|
|
case kItemPS10Target2:
|
|
#if !BLADERUNNER_ORIGINAL_BUGS
|
|
if (Item_Query_Visible(kItemPS10Target1)) { // without this check, target2 seems to get the spinning while the visible target1 stays put
|
|
Item_Spin_In_World(kItemPS10Target1);
|
|
} else {
|
|
Item_Spin_In_World(kItemPS10Target2);
|
|
}
|
|
#endif // !BLADERUNNER_ORIGINAL_BUGS
|
|
Item_Flag_As_Non_Target(kItemPS10Target1);
|
|
Item_Flag_As_Non_Target(kItemPS10Target2);
|
|
break;
|
|
case kItemPS10Target3: // fall through
|
|
case kItemPS10Target4: // fall through
|
|
case kItemPS10Target5: // fall through
|
|
case kItemPS10Target6: // fall through
|
|
case kItemPS10Target7: // fall through
|
|
case kItemPS10Target8: // fall through
|
|
case kItemPS10Target9: // fall through
|
|
default:
|
|
#if !BLADERUNNER_ORIGINAL_BUGS
|
|
Item_Spin_In_World(itemId);
|
|
#endif // !BLADERUNNER_ORIGINAL_BUGS
|
|
Item_Flag_As_Non_Target(itemId);
|
|
break;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool SceneScriptPS10::ClickedOnExit(int exitId) {
|
|
if (exitId == 1) {
|
|
if (!Loop_Actor_Walk_To_Waypoint(kActorMcCoy, 6, 12, true, false)) {
|
|
Game_Flag_Set(kFlagPS10toPS11);
|
|
removeTargets();
|
|
// Global_Variable_Decrement(kVariablePoliceMazeScore, kPoliceMazePS10TargetCount - Global_Variable_Query(kVariablePoliceMazePS10TargetCounter));
|
|
Police_Maze_Decrement_Score(kPoliceMazePS10TargetCount - Global_Variable_Query(kVariablePoliceMazePS10TargetCounter));
|
|
Global_Variable_Set(kVariablePoliceMazePS10TargetCounter, kPoliceMazePS10TargetCount);
|
|
Set_Enter(kSetPS10_PS11_PS12_PS13, kScenePS11);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool SceneScriptPS10::ClickedOn2DRegion(int region) {
|
|
return false;
|
|
}
|
|
|
|
void SceneScriptPS10::SceneFrameAdvanced(int frame) {
|
|
}
|
|
|
|
void SceneScriptPS10::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
|
|
}
|
|
|
|
void SceneScriptPS10::PlayerWalkedIn() {
|
|
if (Game_Flag_Query(kFlagPS11toPS10)) {
|
|
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -352.09f, -9.23f, 267.95f, 0, false, true, false);
|
|
Police_Maze_Set_Pause_State(false);
|
|
Game_Flag_Reset(kFlagPS11toPS10);
|
|
//return true;
|
|
return;
|
|
} else {
|
|
Player_Set_Combat_Mode(true);
|
|
Loop_Actor_Walk_To_Waypoint(kActorMcCoy, 5, 0, false, true);
|
|
Actor_Says(kActorAnsweringMachine, 280, kAnimationModeTalk);
|
|
Actor_Says(kActorAnsweringMachine, 290, kAnimationModeTalk);
|
|
Actor_Says(kActorAnsweringMachine, 300, kAnimationModeTalk);
|
|
Police_Maze_Set_Pause_State(false);
|
|
//return true;
|
|
return;
|
|
}
|
|
}
|
|
|
|
void SceneScriptPS10::PlayerWalkedOut() {
|
|
}
|
|
|
|
void SceneScriptPS10::DialogueQueueFlushed(int a1) {
|
|
}
|
|
|
|
void SceneScriptPS10::removeTargets() {
|
|
Item_Remove_From_World(kItemPS10Target1);
|
|
Item_Remove_From_World(kItemPS10Target2);
|
|
Item_Remove_From_World(kItemPS10Target3);
|
|
Item_Remove_From_World(kItemPS10Target4);
|
|
Item_Remove_From_World(kItemPS10Target5);
|
|
Item_Remove_From_World(kItemPS10Target6);
|
|
Item_Remove_From_World(kItemPS10Target7);
|
|
Item_Remove_From_World(kItemPS10Target8);
|
|
Item_Remove_From_World(kItemPS10Target9);
|
|
}
|
|
|
|
} // End of namespace BladeRunner
|