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 kUG08Loops {
28 kUG08LoopElevatorComingUp = 0,
29 kUG08LoopMainLoopElevator = 1,
30 kUG08LoopElevatorGoingDown = 3,
31 kUG08LoopMainNoElevator = 4
32 };
33
InitializeScene()34 void SceneScriptUG08::InitializeScene() {
35 if (Game_Flag_Query(kFlagUG13toUG08)) {
36 Setup_Scene_Information(-124.0f, 93.18f, 71.0f, 745);
37 } else {
38 Setup_Scene_Information(-432.0f, 0.0f, -152.0f, 370);
39 }
40
41 Scene_Exit_Add_2D_Exit(0, 125, 220, 157, 303, 3);
42 Scene_Exit_Add_2D_Exit(1, 353, 145, 552, 309, 1);
43
44 Ambient_Sounds_Add_Looping_Sound(kSfxSTMLOOP7, 28, 0, 1);
45 Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 40, 0, 1);
46 Ambient_Sounds_Add_Looping_Sound(kSfxUGBED2, 40, 0, 1);
47 Ambient_Sounds_Add_Sound(kSfxYELL1M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
48 Ambient_Sounds_Add_Sound(kSfxYELL1M2, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
49 Ambient_Sounds_Add_Sound(kSfxGRUNT1M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
50 Ambient_Sounds_Add_Sound(kSfxGRUNT2M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
51 Ambient_Sounds_Add_Sound(kSfxBBDRIP1, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
52 Ambient_Sounds_Add_Sound(kSfxBBDRIP2, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
53 Ambient_Sounds_Add_Sound(kSfxBBDRIP3, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
54 Ambient_Sounds_Add_Sound(kSfxBBDRIP4, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
55 Ambient_Sounds_Add_Sound(kSfxBBDRIP5, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
56 Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
57 Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
58 Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
59
60 if (!Game_Flag_Query(kFlagUG08Entered)) {
61 Game_Flag_Set(kFlagUG08ElevatorUp);
62 Game_Flag_Set(kFlagUG08Entered);
63 }
64
65 #if BLADERUNNER_ORIGINAL_BUGS
66 #else
67 // if there's no elevator here (because it's in UG13 and the player took the long way round,
68 // McCoy is unable to call it up (there's no call button)
69 // Additionally, since the elevator exit is added regardless, McCoy will walk up to
70 // the elevator and then the elevator will blink in (BUG)
71 // Solution here is to:
72 // In easy mode: Have the elevator always be here.
73 // In normal/hard mode: If the elevator is missing, then:
74 // by ~33% probability the elevator will be up again,
75 // 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)
76 if (!Game_Flag_Query(kFlagUG08ElevatorUp)) {
77 if (Query_Difficulty_Level() == kGameDifficultyEasy
78 || Random_Query(1, 3) == 1
79 ) {
80 Game_Flag_Set(kFlagUG08ElevatorUp);
81 } else {
82 Scene_Exit_Remove(1);
83 }
84 }
85 #endif // BLADERUNNER_ORIGINAL_BUGS
86
87 if (Game_Flag_Query(kFlagUG13toUG08)) {
88 Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kUG08LoopElevatorComingUp, false);
89 Scene_Loop_Set_Default(kUG08LoopMainLoopElevator);
90 } else if (Game_Flag_Query(kFlagUG08ElevatorUp)) {
91 Scene_Loop_Set_Default(kUG08LoopMainLoopElevator);
92 } else {
93 Scene_Loop_Set_Default(kUG08LoopMainNoElevator);
94 }
95 }
96
SceneLoaded()97 void SceneScriptUG08::SceneLoaded() {
98 Obstacle_Object("ELEV LEGS", true);
99 Unobstacle_Object("ELEV LEGS", true);
100 Unobstacle_Object("BOX RIGHT WALL ", true);
101 #if BLADERUNNER_ORIGINAL_BUGS
102 #else
103 Obstacle_Object("NORTHBLOCK", true);
104 #endif // BLADERUNNER_ORIGINAL_BUGS
105 }
106
MouseClick(int x,int y)107 bool SceneScriptUG08::MouseClick(int x, int y) {
108 return false;
109 }
110
ClickedOn3DObject(const char * objectName,bool a2)111 bool SceneScriptUG08::ClickedOn3DObject(const char *objectName, bool a2) {
112 return false;
113 }
114
ClickedOnActor(int actorId)115 bool SceneScriptUG08::ClickedOnActor(int actorId) {
116 return false;
117 }
118
ClickedOnItem(int itemId,bool a2)119 bool SceneScriptUG08::ClickedOnItem(int itemId, bool a2) {
120 return false;
121 }
122
ClickedOnExit(int exitId)123 bool SceneScriptUG08::ClickedOnExit(int exitId) {
124 if (exitId == 0) {
125 if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -432.0f, 0.0f, -152.0f, 0, true, false, false)) {
126 Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
127 Ambient_Sounds_Remove_All_Looping_Sounds(1u);
128 Game_Flag_Set(kFlagUG08toUG07);
129 Set_Enter(kSetUG07, kSceneUG07);
130 return false;
131 }
132 }
133
134 if (exitId == 1) {
135 if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -312.0f, -2.0f, 152.0f, 0, true, false, false)) {
136 Actor_Face_Heading(kActorMcCoy, 240, false);
137 Footstep_Sound_Override_On(2);
138 Loop_Actor_Travel_Stairs(kActorMcCoy, 11, true, kAnimationModeIdle);
139 Footstep_Sound_Override_Off();
140 Loop_Actor_Walk_To_XYZ(kActorMcCoy, -118.02f, 93.02f, 52.76f, 0, false, false, false);
141 Player_Loses_Control();
142 Actor_Set_Invisible(kActorMcCoy, true);
143 Game_Flag_Set(kFlagUG08toUG13);
144 Game_Flag_Reset(kFlagUG08ElevatorUp);
145 Set_Enter(kSetUG13, kSceneUG13);
146 Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kUG08LoopElevatorGoingDown, false);
147 return false;
148 }
149 }
150 return false;
151 }
152
ClickedOn2DRegion(int region)153 bool SceneScriptUG08::ClickedOn2DRegion(int region) {
154 return false;
155 }
156
SceneFrameAdvanced(int frame)157 void SceneScriptUG08::SceneFrameAdvanced(int frame) {
158 if (frame == 91) {
159 Ambient_Sounds_Play_Sound(kSfxCARGELE2, 90, 0, 0, 100);
160 }
161 }
162
ActorChangedGoal(int actorId,int newGoal,int oldGoal,bool currentSet)163 void SceneScriptUG08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
164 }
165
PlayerWalkedIn()166 void SceneScriptUG08::PlayerWalkedIn() {
167 if (Game_Flag_Query(kFlagUG13toUG08)) {
168 Loop_Actor_Walk_To_XYZ(kActorMcCoy, -167.0f, 93.18f, 71.0f, 0, false, false, false);
169 Loop_Actor_Walk_To_XYZ(kActorMcCoy, -180.0f, 93.18f, 134.0f, 0, false, false, false);
170 Actor_Face_Heading(kActorMcCoy, 745, false);
171 Footstep_Sound_Override_On(2);
172 Loop_Actor_Travel_Stairs(kActorMcCoy, 11, false, kAnimationModeIdle);
173 Footstep_Sound_Override_Off();
174 Player_Gains_Control();
175 }
176 Game_Flag_Reset(kFlagUG07toUG08);
177 Game_Flag_Reset(kFlagUG13toUG08);
178 }
179
PlayerWalkedOut()180 void SceneScriptUG08::PlayerWalkedOut() {
181 }
182
DialogueQueueFlushed(int a1)183 void SceneScriptUG08::DialogueQueueFlushed(int a1) {
184 }
185
186 } // End of namespace BladeRunner
187