1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197
|
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "bladerunner/script/scene_script.h"
namespace BladeRunner {
enum kUG04Loops {
kUG04LoopTrainLoop = 0,
kUG04LoopMainLoop = 1
};
void SceneScriptUG04::InitializeScene() {
if (Game_Flag_Query(kFlagUG05toUG04)) {
Setup_Scene_Information( 0.0f, -1.74f, -2400.0f, 496);
Game_Flag_Reset(kFlagUG05toUG04);
} else if (Game_Flag_Query(kFlagUG06toUG04)) {
Setup_Scene_Information( 164.0f, 11.87f, -1013.0f, 83);
} else {
Setup_Scene_Information(-172.0f, 16.29f, -735.0f, 380);
Game_Flag_Reset(kFlagUG03toUG04);
}
Scene_Exit_Add_2D_Exit(0, 123, 308, 159, 413, 3);
if (Global_Variable_Query(kVariableChapter) > 3) {
Scene_Exit_Add_2D_Exit(1, 256, 333, 290, 373, 0);
}
Scene_Exit_Add_2D_Exit(2, 344, 298, 451, 390, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxSTMLOOP7, 25, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 40, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxUGBED2, 40, 0, 1);
Ambient_Sounds_Add_Sound(kSfxPIPER1, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBANG1, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBANG2, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBANG4, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBANG6, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxYELL1M1, 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(kSfxGRUNT2M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSQUEAK1, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSQUEAK3, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSQUEAK5, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
#if BLADERUNNER_ORIGINAL_BUGS
Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kUG04LoopTrainLoop, false);
#endif // BLADERUNNER_ORIGINAL_BUGS
Scene_Loop_Set_Default(kUG04LoopMainLoop);
}
void SceneScriptUG04::SceneLoaded() {
#if BLADERUNNER_ORIGINAL_BUGS
Obstacle_Object("NAV", true); // a bug? this object does not exist in the scene
#else
Obstacle_Object("VAN", true);
#endif // BLADERUNNER_ORIGINAL_BUGS
Unobstacle_Object("RUBBLE", true);
Unobstacle_Object("FLOOR DEBRIS WADS", true);
Unobstacle_Object("FLOOR DEBRIS WADS01", true);
Unobstacle_Object("FLOOR DEBRIS WADS02", true);
#if BLADERUNNER_ORIGINAL_BUGS
#else
if ((Global_Variable_Query(kVariableChapter) == 3)
|| (Global_Variable_Query(kVariableChapter) > 3 && Random_Query(1, 4) == 1)
) {
// Enhancement: don't always play the overground train after chapter 3
// Bug fix: don't remove control from player. There is no chance to glitch into the scenery
// while the video is playing and rats may attack!
// Moved in SceneLoaded because the same code in InitializeScene
// resulted in a infinite loop of the special loop, when mode is set to kSceneLoopModeOnce instead of kSceneLoopModeLoseControl
Scene_Loop_Set_Default(kUG04LoopMainLoop);
Scene_Loop_Start_Special(kSceneLoopModeOnce, kUG04LoopTrainLoop, false);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
}
bool SceneScriptUG04::MouseClick(int x, int y) {
return false;
}
bool SceneScriptUG04::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptUG04::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptUG04::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptUG04::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -172.0f, 16.29f, -735.0f, 0, true, false, false)) {
Game_Flag_Set(kFlagUG04toUG03);
Set_Enter(kSetUG03, kSceneUG03);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 0.0f, -1.74f, -2400.0f, 0, true, false, false)) {
Game_Flag_Set(kFlagUG04toUG05);
Set_Enter(kSetUG05, kSceneUG05);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 164.0f, 11.87f, -1013.0f, 0, true, false, false)) {
Game_Flag_Set(kFlagUG04toUG06);
Set_Enter(kSetUG06, kSceneUG06);
}
return true;
}
return false;
}
bool SceneScriptUG04::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptUG04::SceneFrameAdvanced(int frame) {
if (frame == 1) {
Ambient_Sounds_Play_Sound(kSfxSUBWAY1, 90, -100, 100, 100);
}
}
void SceneScriptUG04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptUG04::PlayerWalkedIn() {
if (Game_Flag_Query(kFlagUG06toUG04)) {
#if BLADERUNNER_ORIGINAL_BUGS
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 60.0f, -1.74f, -976.0f, 6, false, false, false);
#else
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 60.0f, -1.74f, -976.0f, 6, true, false, false);
#endif
Game_Flag_Reset(kFlagUG06toUG04);
}
if (_vm->_cutContent
&& !Game_Flag_Query(kFlagUG04DispatchOnHoodooRats)
&& !Game_Flag_Query(kFlagMcCoyCommentsOnHoodooRats)
) {
if (Random_Query(0, 2) == 1) {
Game_Flag_Set(kFlagUG04DispatchOnHoodooRats);
ADQ_Add_Pause(Random_Query(0, 1) * 1000);
ADQ_Add(kActorDispatcher, 340, kAnimationModeTalk); // Southern Kipple Unit 2 LA.
if (Random_Query(0, 1) == 0) {
// Leary responds
ADQ_Add(kActorOfficerLeary, 240, kAnimationModeTalk); // LA, South Kipple Unit 2. Go ahead.
ADQ_Add(kActorDispatcher, 350, kAnimationModeTalk);
ADQ_Add(kActorDispatcher, 360, kAnimationModeTalk);
ADQ_Add(kActorOfficerLeary, 250, kAnimationModeTalk);
} else {
// Grayford responds
ADQ_Add(kActorOfficerGrayford, 520, kAnimationModeTalk); // LA, South Kipple Unit 2. Go ahead.
ADQ_Add(kActorDispatcher, 350, kAnimationModeTalk);
ADQ_Add(kActorDispatcher, 360, kAnimationModeTalk);
ADQ_Add(kActorOfficerGrayford, 530, kAnimationModeTalk);
}
}
}
}
void SceneScriptUG04::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
}
void SceneScriptUG04::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner
|