1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #include "bladerunner/script/scene_script.h"
24 
25 namespace BladeRunner {
26 
27 enum kMA01Loops {
28 	kMA01LoopInshotRoof   = 0,
29 	kMA01LoopMainLoop = 1,
30 	kMA01LoopOutDoorAnim  = 3,
31 	kMA01LoopOutshotRoof  = 4
32 };
33 
34 enum kMA01Exits {
35 	kMA01ExitMA06    = 0,
36 	kMA01ExitSpinner = 1
37 };
38 
InitializeScene()39 void SceneScriptMA01::InitializeScene() {
40 	Setup_Scene_Information(381.0f, 0.0f, 54.0f, 992);
41 	if (Game_Flag_Query(kFlagSpinnerAtMA01)) {
42 		Setup_Scene_Information( 381.0f, 0.0f,   54.0f, 992);
43 	}
44 	if (Game_Flag_Query(kFlagMA06toMA01)) {
45 		Setup_Scene_Information(1446.0f, 0.0f, -725.0f, 660);
46 	}
47 
48 	Scene_Exit_Add_2D_Exit(kMA01ExitMA06, 328, 132, 426, 190, 0);
49 	if (Game_Flag_Query(kFlagSpinnerAtMA01)) {
50 		Scene_Exit_Add_2D_Exit(kMA01ExitSpinner, 234, 240, 398, 328, 2);
51 	}
52 
53 	Ambient_Sounds_Add_Looping_Sound(kSfxROOFRAN1, 90,    0, 1);
54 	Ambient_Sounds_Add_Looping_Sound(kSfxROOFAIR1, 40, -100, 1);
55 	Ambient_Sounds_Add_Looping_Sound(kSfxROOFRMB1, 40,  100, 1);
56 	Ambient_Sounds_Add_Sound(kSfxSPIN2B,  10, 100, 25,  50, 0, 0, -101, -101, 0, 0);
57 	Ambient_Sounds_Add_Sound(kSfxSPIN3A,  10, 100, 25,  50, 0, 0, -101, -101, 0, 0);
58 	Ambient_Sounds_Add_Sound(kSfxTHNDER2, 10,  70, 50, 100, 0, 0, -101, -101, 0, 0);
59 	Ambient_Sounds_Add_Sound(kSfxTHNDER3, 10,  70, 50, 100, 0, 0, -101, -101, 0, 0);
60 	Ambient_Sounds_Add_Sound(kSfxTHNDER4, 10,  70, 50, 100, 0, 0, -101, -101, 0, 0);
61 
62 	if (Game_Flag_Query(kFlagMA06toMA01)) {
63 		Scene_Loop_Set_Default(kMA01LoopMainLoop);
64 		Game_Flag_Reset(kFlagMA06toMA01);
65 	} else {
66 		Actor_Set_Invisible(kActorMcCoy, true);
67 		Game_Flag_Set(kFlagArrivedFromSpinner2);
68 		Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kMA01LoopInshotRoof, false);
69 		Scene_Loop_Set_Default(kMA01LoopMainLoop);
70 	}
71 
72 	if (Game_Flag_Query(kFlagMA01GaffApproachMcCoy)) {
73 		Actor_Set_Goal_Number(kActorGaff, kGoalGaffMA01ApproachMcCoy);
74 		Game_Flag_Reset(kFlagMA01GaffApproachMcCoy);
75 	}
76 }
77 
SceneLoaded()78 void SceneScriptMA01::SceneLoaded() {
79 	Obstacle_Object("WRENCH", true);
80 	Unobstacle_Object("OBSTICLEBOX01", true);
81 	Clickable_Object("WRENCH");
82 	Unclickable_Object("Y2 PADRIM 01");
83 	Unclickable_Object("Y2 PADRIM 02");
84 	Unclickable_Object("NGON01");
85 }
86 
MouseClick(int x,int y)87 bool SceneScriptMA01::MouseClick(int x, int y) {
88 	return Region_Check(286, 326, 348, 384);
89 }
90 
ClickedOn3DObject(const char * objectName,bool a2)91 bool SceneScriptMA01::ClickedOn3DObject(const char *objectName, bool a2) {
92 	return false;
93 }
94 
ClickedOnActor(int actorId)95 bool SceneScriptMA01::ClickedOnActor(int actorId) {
96 	return false;
97 }
98 
ClickedOnItem(int itemId,bool a2)99 bool SceneScriptMA01::ClickedOnItem(int itemId, bool a2) {
100 	return false;
101 }
102 
ClickedOnExit(int exitId)103 bool SceneScriptMA01::ClickedOnExit(int exitId) {
104 	if (Actor_Query_Goal_Number(kActorZuben) == kGoalZubenMA01AttackMcCoy) {
105 		return true;
106 	}
107 
108 	if (exitId == kMA01ExitMA06) {
109 		if (Actor_Query_Goal_Number(kActorZuben) == kGoalZubenFled) {
110 			if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1446.0f, 0.0f, -725.0f, 72, true, false, false)) {
111 				Actor_Set_Goal_Number(kActorZuben, kGoalZubenMA01AttackMcCoy);
112 				Scene_Exits_Disable();
113 			}
114 		} else if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1446.0f, 0.0f, -725.0f, 12, true, false, false)) {
115 			Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
116 			Ambient_Sounds_Remove_All_Looping_Sounds(1);
117 			Game_Flag_Set(kFlagMA01toMA06);
118 			Set_Enter(kSetMA06, kSceneMA06);
119 		}
120 		return true;
121 	}
122 
123 	if (exitId == kMA01ExitSpinner) {
124 		if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 381.0f, 0.0f, 54.0f, 0, true, false, false)) {
125 			Player_Loses_Control();
126 			Actor_Face_Heading(kActorMcCoy, 736, false);
127 			Game_Flag_Reset(kFlagMcCoyInChinaTown);
128 			Game_Flag_Reset(kFlagMcCoyInRunciters);
129 			Game_Flag_Reset(kFlagMcCoyInMcCoyApartment);
130 			Game_Flag_Reset(kFlagMcCoyInAnimoidRow);
131 			Game_Flag_Reset(kFlagMcCoyInTyrellBuilding);
132 			Game_Flag_Reset(kFlagMcCoyInDNARow);
133 			Game_Flag_Reset(kFlagMcCoyInBradburyBuilding);
134 			Game_Flag_Reset(kFlagMcCoyInPoliceStation);
135 			int spinnerDest = Spinner_Interface_Choose_Dest(kMA01LoopOutDoorAnim, false);
136 			switch (spinnerDest) {
137 			case kSpinnerDestinationPoliceStation:
138 				Game_Flag_Set(kFlagMcCoyInPoliceStation);
139 				Game_Flag_Reset(kFlagSpinnerAtMA01);
140 				Game_Flag_Set(kFlagSpinnerAtPS01);
141 				Set_Enter(kSetPS01, kScenePS01);
142 				Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
143 				break;
144 			case kSpinnerDestinationRuncitersAnimals:
145 				Game_Flag_Set(kFlagMcCoyInRunciters);
146 				Game_Flag_Reset(kFlagSpinnerAtMA01);
147 				Game_Flag_Set(kFlagSpinnerAtRC01);
148 				Set_Enter(kSetRC01, kSceneRC01);
149 				Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
150 				break;
151 			case kSpinnerDestinationChinatown:
152 				Game_Flag_Set(kFlagMcCoyInChinaTown);
153 				Game_Flag_Reset(kFlagSpinnerAtMA01);
154 				Game_Flag_Set(kFlagSpinnerAtCT01);
155 				Set_Enter(kSetCT01_CT12, kSceneCT01);
156 				Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
157 				break;
158 			case kSpinnerDestinationTyrellBuilding:
159 				Game_Flag_Set(kFlagMcCoyInTyrellBuilding);
160 				Game_Flag_Reset(kFlagSpinnerAtMA01);
161 				Game_Flag_Set(kFlagSpinnerAtTB02);
162 				Set_Enter(kSetTB02_TB03, kSceneTB02);
163 				Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
164 				break;
165 			case kSpinnerDestinationAnimoidRow:
166 				Game_Flag_Set(kFlagMcCoyInAnimoidRow);
167 				Game_Flag_Reset(kFlagSpinnerAtMA01);
168 				Game_Flag_Set(kFlagSpinnerAtAR01);
169 				Set_Enter(kSetAR01_AR02, kSceneAR01);
170 				Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
171 				break;
172 			case kSpinnerDestinationDNARow:
173 				Game_Flag_Set(kFlagMcCoyInDNARow);
174 				Game_Flag_Reset(kFlagSpinnerAtMA01);
175 				Game_Flag_Set(kFlagSpinnerAtDR01);
176 				Set_Enter(kSetDR01_DR02_DR04, kSceneDR01);
177 				Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
178 				break;
179 			case kSpinnerDestinationBradburyBuilding:
180 				Game_Flag_Set(kFlagMcCoyInBradburyBuilding);
181 				Game_Flag_Reset(kFlagSpinnerAtMA01);
182 				Game_Flag_Set(kFlagSpinnerAtBB01);
183 				Set_Enter(kSetBB01, kSceneBB01);
184 				Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
185 				break;
186 			case kSpinnerDestinationNightclubRow:
187 				Game_Flag_Set(kFlagMcCoyInNightclubRow);
188 				Game_Flag_Reset(kFlagSpinnerAtMA01);
189 				Game_Flag_Set(kFlagSpinnerAtNR01);
190 				Set_Enter(kSetNR01, kSceneNR01);
191 				Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
192 				break;
193 			case kSpinnerDestinationHysteriaHall:
194 				Game_Flag_Set(kFlagMcCoyInHysteriaHall);
195 				Game_Flag_Reset(kFlagSpinnerAtMA01);
196 				Game_Flag_Set(kFlagSpinnerAtHF01);
197 				Set_Enter(kSetHF01, kSceneHF01);
198 				Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
199 				break;
200 			default:
201 				Actor_Set_Invisible(kActorMcCoy, false);
202 				Actor_Face_Heading(kActorMcCoy, 736, false);
203 				Game_Flag_Set(kFlagMcCoyInMcCoyApartment);
204 				break;
205 			}
206 		}
207 		return true;
208 	}
209 	return false;
210 }
211 
ClickedOn2DRegion(int region)212 bool SceneScriptMA01::ClickedOn2DRegion(int region) {
213 	return false;
214 }
215 
SceneFrameAdvanced(int frame)216 void SceneScriptMA01::SceneFrameAdvanced(int frame) {
217 	if (frame == 15) {
218 		Ambient_Sounds_Play_Sound(kSfxROOFLIT1,  70, -100, 100,  0);
219 	}
220 
221 	if (frame == 61
222 	 || frame == 183
223 	) {
224 		Ambient_Sounds_Play_Sound(kSfxSPINOPN4, 100,   40,   0, 99);
225 	}
226 
227 	if (frame == 107
228 	 || frame == 227
229 	) {
230 		Ambient_Sounds_Play_Sound(kSfxSPINCLS1, 100,   40,   0, 99);
231 	}
232 
233 	if (frame == 1) {
234 		Ambient_Sounds_Play_Sound(kSfxCARDOWN3,  40,  -60,  20, 99);
235 	}
236 
237 	if (frame == 241) {
238 		Ambient_Sounds_Play_Sound(kSfxCARUP3,    40,    0,   0, 99);
239 	}
240 
241 	if (frame == 58) {
242 		Sound_Play(kSfxMTLHIT1, 17, 20, 20, 50);
243 	}
244 
245 	if ((frame == 75
246 	  || frame == 196
247 	 )
248 	 && Game_Flag_Query(kFlagArrivedFromSpinner2)
249 	) {
250 		Actor_Face_Heading(kActorMcCoy, 736, false);
251 		Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeSpinnerGetOut);
252 		Game_Flag_Reset(kFlagArrivedFromSpinner2);
253 	} else {
254 		if ( frame == 196
255 		 && !Game_Flag_Query(kFlagArrivedFromSpinner2)
256 		) {
257 			Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeSpinnerGetIn);
258 			//return true;
259 			return;
260 		}
261 		if (frame == 240) {
262 			Player_Gains_Control();
263 		}
264 	}
265 	//return true;
266 }
267 
ActorChangedGoal(int actorId,int newGoal,int oldGoal,bool currentSet)268 void SceneScriptMA01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
269 }
270 
PlayerWalkedIn()271 void SceneScriptMA01::PlayerWalkedIn() {
272 	if (_vm->_cutContent) {
273 		if (!Game_Flag_Query(kFlagCT01Visited) && !Actor_Clue_Query(kActorMcCoy, kClueDispatchHitAndRun)) {
274 			Actor_Clue_Acquire(kActorMcCoy, kClueDispatchHitAndRun, false, kActorDispatcher);
275 			ADQ_Add(kActorDispatcher, 80, kAnimationModeTalk);
276 			if (Game_Flag_Query(kFlagRC01PoliceDone)) {
277 				ADQ_Add(kActorOfficerLeary, 340, kAnimationModeTalk);  // sector 3 - go ahead
278 			} else {
279 				ADQ_Add(kActorOfficerGrayford, 360, kAnimationModeTalk);  // sector 3 - go ahead
280 			}
281 			ADQ_Add(kActorDispatcher, 90, kAnimationModeTalk);
282 			ADQ_Add(kActorDispatcher, 100, kAnimationModeTalk);
283 			ADQ_Add(kActorDispatcher, 110, kAnimationModeTalk);
284 			if (Game_Flag_Query(kFlagRC01PoliceDone)) {
285 				ADQ_Add(kActorOfficerLeary, 350, kAnimationModeTalk);  // sector 3 - responding code 3
286 			} else {
287 				ADQ_Add(kActorOfficerGrayford, 370, kAnimationModeTalk);  // sector 3 - responding code 3
288 			}
289 			ADQ_Add_Pause(1000);
290 			ADQ_Add(kActorDispatcher, 120, kAnimationModeTalk);
291 			ADQ_Add(kActorDispatcher, 130, kAnimationModeTalk);
292 			ADQ_Add(kActorDispatcher, 140, kAnimationModeTalk);
293 			ADQ_Add(kActorDispatcher, 150, kAnimationModeTalk);
294 		}
295 	}
296 }
297 
PlayerWalkedOut()298 void SceneScriptMA01::PlayerWalkedOut() {
299 	Actor_Set_Invisible(kActorMcCoy, false);
300 	Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
301 	Ambient_Sounds_Remove_All_Looping_Sounds(1);
302 
303 	if (_vm->_cutContent) {
304 		ADQ_Flush(); // for dispatcher queue cleanup
305 	}
306 
307 	if (!Game_Flag_Query(kFlagMA01toMA06)) {
308 		if (Global_Variable_Query(kVariableChapter) == 1) {
309 			Outtake_Play(kOuttakeTowards2, true, -1);
310 			Outtake_Play(kOuttakeInside1,  true, -1);
311 //			// Commented out - Has no sound - TODO can we use external SFX for it?
312 //			if (_vm->_cutContent) {
313 //				Outtake_Play(kOuttakeFlyThrough,  true, -1);
314 //			}
315 			Outtake_Play(kOuttakeTowards1, true, -1);
316 		}
317 #if BLADERUNNER_ORIGINAL_BUGS
318 #else
319 		else {
320 			// Acts 2, 3 - should still use a spinner fly-through transition
321 			if (!Game_Flag_Query(kFlagMcCoyInTyrellBuilding)) {
322 				// don't play an extra outtake when going to Tyrell Building
323 				Outtake_Play(kOuttakeAway1,    true, -1); // available in Acts 2, 3
324 			}
325 		}
326 #endif // BLADERUNNER_ORIGINAL_BUGS
327 	}
328 }
329 
DialogueQueueFlushed(int a1)330 void SceneScriptMA01::DialogueQueueFlushed(int a1) {
331 }
332 
333 } // End of namespace BladeRunner
334