mirror of
https://github.com/scummvm/scummvm.git
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185 lines
6.5 KiB
C++
185 lines
6.5 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 kUG08Loops {
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kUG08LoopElevatorComingUp = 0,
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kUG08LoopMainLoopElevator = 1,
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kUG08LoopElevatorGoingDown = 3,
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kUG08LoopMainNoElevator = 4
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};
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void SceneScriptUG08::InitializeScene() {
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if (Game_Flag_Query(kFlagUG13toUG08)) {
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Setup_Scene_Information(-124.0f, 93.18f, 71.0f, 745);
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} else {
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Setup_Scene_Information(-432.0f, 0.0f, -152.0f, 370);
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}
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Scene_Exit_Add_2D_Exit(0, 125, 220, 157, 303, 3);
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Scene_Exit_Add_2D_Exit(1, 353, 145, 552, 309, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxSTMLOOP7, 28, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 40, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxUGBED2, 40, 0, 1);
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Ambient_Sounds_Add_Sound(kSfxYELL1M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxYELL1M2, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxGRUNT1M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxGRUNT2M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBDRIP1, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBDRIP2, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBDRIP3, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBDRIP4, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBDRIP5, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
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if (!Game_Flag_Query(kFlagUG08Entered)) {
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Game_Flag_Set(kFlagUG08ElevatorUp);
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Game_Flag_Set(kFlagUG08Entered);
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}
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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// if there's no elevator here (because it's in UG13 and the player took the long way round,
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// McCoy is unable to call it up (there's no call button)
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// Additionally, since the elevator exit is added regardless, McCoy will walk up to
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// the elevator and then the elevator will blink in (BUG)
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// Solution here is to:
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// In easy mode: Have the elevator always be here.
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// In normal/hard mode: If the elevator is missing, then:
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// by ~33% probability the elevator will be up again,
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// and by ~66% it won't be up, so we remove the elevator exit, and force McCoy to go the long way round again (or retry the room)
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if (!Game_Flag_Query(kFlagUG08ElevatorUp)) {
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if (Query_Difficulty_Level() == kGameDifficultyEasy
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|| Random_Query(1, 3) == 1
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) {
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Game_Flag_Set(kFlagUG08ElevatorUp);
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} else {
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Scene_Exit_Remove(1);
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}
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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if (Game_Flag_Query(kFlagUG13toUG08)) {
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Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kUG08LoopElevatorComingUp, false);
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Scene_Loop_Set_Default(kUG08LoopMainLoopElevator);
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} else if (Game_Flag_Query(kFlagUG08ElevatorUp)) {
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Scene_Loop_Set_Default(kUG08LoopMainLoopElevator);
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} else {
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Scene_Loop_Set_Default(kUG08LoopMainNoElevator);
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}
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}
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void SceneScriptUG08::SceneLoaded() {
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Obstacle_Object("ELEV LEGS", true);
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Unobstacle_Object("ELEV LEGS", true);
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Unobstacle_Object("BOX RIGHT WALL ", true);
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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Obstacle_Object("NORTHBLOCK", true);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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bool SceneScriptUG08::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptUG08::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptUG08::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptUG08::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptUG08::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -432.0f, 0.0f, -152.0f, 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(kFlagUG08toUG07);
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Set_Enter(kSetUG07, kSceneUG07);
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return false;
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}
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}
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if (exitId == 1) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -312.0f, -2.0f, 152.0f, 0, true, false, false)) {
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Actor_Face_Heading(kActorMcCoy, 240, false);
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Footstep_Sound_Override_On(2);
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Loop_Actor_Travel_Stairs(kActorMcCoy, 11, true, kAnimationModeIdle);
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Footstep_Sound_Override_Off();
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -118.02f, 93.02f, 52.76f, 0, false, false, false);
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Player_Loses_Control();
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Actor_Set_Invisible(kActorMcCoy, true);
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Game_Flag_Set(kFlagUG08toUG13);
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Game_Flag_Reset(kFlagUG08ElevatorUp);
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Set_Enter(kSetUG13, kSceneUG13);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kUG08LoopElevatorGoingDown, false);
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return false;
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}
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}
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return false;
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}
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bool SceneScriptUG08::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptUG08::SceneFrameAdvanced(int frame) {
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if (frame == 91) {
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Ambient_Sounds_Play_Sound(kSfxCARGELE2, 90, 0, 0, 100);
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}
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}
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void SceneScriptUG08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptUG08::PlayerWalkedIn() {
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if (Game_Flag_Query(kFlagUG13toUG08)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -167.0f, 93.18f, 71.0f, 0, false, false, false);
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -180.0f, 93.18f, 134.0f, 0, false, false, false);
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Actor_Face_Heading(kActorMcCoy, 745, false);
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Footstep_Sound_Override_On(2);
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Loop_Actor_Travel_Stairs(kActorMcCoy, 11, false, kAnimationModeIdle);
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Footstep_Sound_Override_Off();
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Player_Gains_Control();
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}
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Game_Flag_Reset(kFlagUG07toUG08);
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Game_Flag_Reset(kFlagUG13toUG08);
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}
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void SceneScriptUG08::PlayerWalkedOut() {
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}
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void SceneScriptUG08::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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