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 
InitializeScene()27 void SceneScriptCT12::InitializeScene() {
28 	if (Game_Flag_Query(kFlagCT01toCT12)) {
29 		Setup_Scene_Information(-419.0f, -6.5f, 696.0f, 616);
30 	} else if (Game_Flag_Query(kFlagUG09toCT12)) {
31 		Setup_Scene_Information(-292.0f, -6.5f, 990.0f, 827);
32 		if (!Game_Flag_Query(kFlagNotUsed150)) {
33 			Game_Flag_Set(kFlagNotUsed150);
34 		}
35 		Game_Flag_Reset(kFlagUG09toCT12);
36 	} else if (Game_Flag_Query(kFlagCT11toCT12)) {
37 		Setup_Scene_Information(-493.0f, -6.5f, 1174.0f, 990);
38 	} else {
39 		Setup_Scene_Information(-386.13f, -6.5f, 1132.72f, 783);
40 	}
41 
42 	Scene_Exit_Add_2D_Exit(0,   0,   0,  40, 479, 3);
43 	Scene_Exit_Add_2D_Exit(1,  78, 224, 162, 330, 0);
44 	Scene_Exit_Add_2D_Exit(2, 500, 180, 619, 346, 0);
45 	if (Global_Variable_Query(kVariableChapter) > 2) {
46 		Scene_Exit_Add_2D_Exit(3, 620,   0, 639, 479, 1);
47 	}
48 	if (Global_Variable_Query(kVariableChapter) > 3) {
49 		Scene_Exit_Add_2D_Exit(4, 324, 150, 435, 340, 0);
50 	}
51 
52 	Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 33,    1, 1);
53 	Ambient_Sounds_Add_Looping_Sound(kSfxCTAMBL1, 20, -100, 1);
54 	Ambient_Sounds_Add_Looping_Sound(kSfxCTAMBR1, 20, -100, 1);
55 	Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy,  0, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
56 	Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 20, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
57 	Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 40, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
58 	Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 50, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
59 	Ambient_Sounds_Add_Sound(kSfxSPIN2B,  60, 180, 20,  33, 0, 0, -101, -101, 0, 0);
60 	Ambient_Sounds_Add_Sound(kSfxSPIN3A,  60, 180, 16,  25, 0, 0, -101, -101, 0, 0);
61 	Ambient_Sounds_Add_Sound(kSfxTHNDER2, 60, 180, 50, 100, 0, 0, -101, -101, 0, 0);
62 	Ambient_Sounds_Add_Sound(kSfxTHNDER3, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
63 	Ambient_Sounds_Add_Sound(kSfxTHNDER4, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
64 
65 	if (Global_Variable_Query(kVariableChapter) < 2
66 	 && Actor_Query_Goal_Number(kActorGaff) == kGoalGaffCT12WaitForMcCoy
67 	) {
68 		Actor_Put_In_Set(kActorGaff, kSetCT01_CT12);
69 		Actor_Set_At_XYZ(kActorGaff, -534.0f, -6.5f, 952.0f, 367);
70 		Game_Flag_Set(kFlagCT12GaffSpinner);
71 	}
72 
73 #if BLADERUNNER_ORIGINAL_BUGS
74 #else
75 	if (!Actor_Query_In_Set(kActorHowieLee, kSetCT01_CT12)
76 	    && Global_Variable_Query(kVariableChapter) < 4) {
77 		AI_Movement_Track_Flush(kActorHowieLee);
78 		AI_Movement_Track_Append(kActorHowieLee, 67, 0); // in kSetCT01_CT12
79 		Actor_Set_Goal_Number(kActorHowieLee, kGoalHowieLeeDefault);
80 	}
81 #endif // BLADERUNNER_ORIGINAL_BUGS
82 
83 	if (Game_Flag_Query(kFlagCT01toCT12)
84 	 && Game_Flag_Query(kFlagSpinnerAtCT01)
85 	) {
86 		if (Global_Variable_Query(kVariableChapter) != 2
87 		 && Global_Variable_Query(kVariableChapter) != 3
88 		) {
89 			Scene_Loop_Start_Special(kSceneLoopModeLoseControl, 1, false);
90 		}
91 		Scene_Loop_Set_Default(2);
92 		Game_Flag_Reset(kFlagCT01toCT12);
93 	} else if ( Game_Flag_Query(kFlagCT01toCT12)
94 	        && !Game_Flag_Query(kFlagSpinnerAtCT01)
95 	) {
96 		if (Global_Variable_Query(kVariableChapter) != 2
97 		 && Global_Variable_Query(kVariableChapter) != 3
98 		) {
99 			Scene_Loop_Start_Special(kSceneLoopModeLoseControl, 0, false);
100 		}
101 		Scene_Loop_Set_Default(2);
102 		Game_Flag_Reset(kFlagCT01toCT12);
103 	} else if (Game_Flag_Query(kFlagCT05toCT12)
104 	        && Game_Flag_Query(kFlagCT12GaffSpinner)
105 	) {
106 		Game_Flag_Reset(kFlagCT05toCT12);
107 		Scene_Loop_Set_Default(4);
108 	} else if ( Game_Flag_Query(kFlagCT05toCT12)
109 	        && !Game_Flag_Query(kFlagCT12GaffSpinner)
110 	) {
111 		Game_Flag_Reset(kFlagCT05toCT12);
112 		Scene_Loop_Set_Default(2);
113 	} else {
114 		Scene_Loop_Set_Default(2);
115 	}
116 }
117 
SceneLoaded()118 void SceneScriptCT12::SceneLoaded() {
119 	Obstacle_Object("BOX18", true);
120 	Unobstacle_Object("SPINNER BODY", true);
121 	Unobstacle_Object("HOWFLOOR", true);
122 	Unclickable_Object("TURBINE");
123 #if BLADERUNNER_ORIGINAL_BUGS
124 #else
125 	Unclickable_Object("OBJECT03");
126 	Unclickable_Object("OBJECT04");
127 	Unclickable_Object("OBJECT05");
128 #endif // BLADERUNNER_ORIGINAL_BUGS
129 }
130 
MouseClick(int x,int y)131 bool SceneScriptCT12::MouseClick(int x, int y) {
132 	return false;
133 }
134 
ClickedOn3DObject(const char * objectName,bool a2)135 bool SceneScriptCT12::ClickedOn3DObject(const char *objectName, bool a2) {
136 	return false;
137 }
138 
ClickedOnActor(int actorId)139 bool SceneScriptCT12::ClickedOnActor(int actorId) {
140 	if (actorId == kActorHowieLee) {
141 		Actor_Face_Actor(kActorMcCoy, kActorHowieLee, true);
142 		Actor_Says(kActorMcCoy, 8910, 16);
143 	}
144 
145 	// cut off feature? grayford never visit CT12 as goal 308 is never triggered
146 	// bug? Marking this as a bug to revisit at a later time
147 	if (actorId == kActorOfficerGrayford
148 	 && Global_Variable_Query(kVariableChapter) == 4
149 	 && Game_Flag_Query(kFlagUG18GuzzaScene)
150 	 && Game_Flag_Query(kFlagUG18BriefcaseTaken)
151 	) {
152 		Actor_Face_Actor(kActorOfficerGrayford, kActorMcCoy, true);
153 		Actor_Face_Actor(kActorMcCoy, kActorOfficerGrayford, true);
154 		Actor_Says(kActorMcCoy, 710, kAnimationModeTalk); // Hold it! I'm not a Replicant, I got proof!
155 		Actor_Says(kActorOfficerGrayford, 20, kAnimationModeTalk);
156 		Actor_Says(kActorMcCoy, 715, kAnimationModeTalk);
157 		Actor_Says(kActorOfficerGrayford, 30, kAnimationModeTalk);
158 		Actor_Says(kActorMcCoy, 720, kAnimationModeTalk);
159 		Actor_Says(kActorOfficerGrayford, 40, kAnimationModeTalk);
160 		Actor_Says(kActorOfficerGrayford, 50, kAnimationModeTalk);
161 		Actor_Says(kActorOfficerGrayford, 60, kAnimationModeTalk);
162 		Actor_Says(kActorMcCoy, 725, kAnimationModeTalk);
163 		Actor_Says(kActorOfficerGrayford, 70, kAnimationModeTalk);
164 		Actor_Says(kActorOfficerGrayford, 80, kAnimationModeTalk);
165 		Actor_Says(kActorOfficerGrayford, 90, kAnimationModeTalk); // if you are lying...
166 		Actor_Says(kActorOfficerGrayford, 100, kAnimationModeTalk); // you gonna wish...
167 		Actor_Says(kActorOfficerGrayford, 110, kAnimationModeTalk); // Take him in!
168 		Game_Flag_Set(kFlagUnpauseGenWalkers);
169 		Game_Flag_Set(kFlagMcCoyFreedOfAccusations);
170 		Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyStartChapter5);
171 	}
172 	return false;
173 }
174 
ClickedOnItem(int itemId,bool a2)175 bool SceneScriptCT12::ClickedOnItem(int itemId, bool a2) {
176 	return false;
177 }
178 
ClickedOnExit(int exitId)179 bool SceneScriptCT12::ClickedOnExit(int exitId) {
180 	if (exitId == 0) {
181 		if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -419.15f, -6.5f, 696.94f, 0, true, false, false)) {
182 			Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
183 			Game_Flag_Set(kFlagCT12toCT01);
184 			Set_Enter(kSetCT01_CT12, kSceneCT01);
185 		}
186 		return true;
187 	}
188 
189 	if (exitId == 1) {
190 		if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -182.69f, -6.5f, 696.94f, 0, true, false, false)) {
191 			Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
192 			Ambient_Sounds_Remove_All_Looping_Sounds(1);
193 			Game_Flag_Set(kFlagCT12toCT03);
194 			Set_Enter(kSetCT03_CT04, kSceneCT03);
195 		}
196 		return true;
197 	}
198 
199 	if (exitId == 2) {
200 		if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -386.13f, -6.5f, 1132.72f, 0, true, false, false)) {
201 			Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
202 			Ambient_Sounds_Remove_All_Looping_Sounds(1);
203 			Game_Flag_Set(kFlagCT12toCT05);
204 			Set_Enter(kSetCT05, kSceneCT05);
205 		}
206 		return true;
207 	}
208 
209 	if (exitId == 3) {
210 		if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -493.0f, -6.5f, 1174.0f, 0, true, false, false)) {
211 			Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
212 			Ambient_Sounds_Remove_All_Looping_Sounds(1);
213 			Game_Flag_Set(kFlagCT12toCT11);
214 			Set_Enter(kSetCT11, kSceneCT11);
215 		}
216 		return true;
217 	}
218 
219 	if (exitId == 4) {
220 		if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -292.0f, -6.5f, 990.0f, 0, true, false, false)) {
221 			if (Global_Variable_Query(kVariableChapter) == 4) {
222 				Game_Flag_Set(kFlagUnpauseGenWalkers);
223 			}
224 			Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
225 			Ambient_Sounds_Remove_All_Looping_Sounds(1);
226 			Game_Flag_Set(kFlagCT12ToUG09);
227 			Set_Enter(kSetUG09, kSceneUG09);
228 		}
229 		return true;
230 	}
231 	return false;
232 }
233 
ClickedOn2DRegion(int region)234 bool SceneScriptCT12::ClickedOn2DRegion(int region) {
235 	return false;
236 }
237 
SceneFrameAdvanced(int frame)238 void SceneScriptCT12::SceneFrameAdvanced(int frame) {
239 	if (((frame - 1) % 10) == 0) {
240 		Sound_Play(Random_Query(kSfxNEON5, kSfxNEON6), 10, -80, -80, 50);
241 	}
242 
243 	if (frame == 160) {
244 		Actor_Change_Animation_Mode(kActorGaff, 41);
245 	}
246 
247 	if (frame == 152) {
248 		Sound_Play(kSfxSPINOPN4, 100, 40, 0, 50);
249 	}
250 
251 	if (frame == 203) {
252 		Sound_Play(kSfxSPINCLS1, 100, 40, 0, 50);
253 	}
254 
255 	if (frame == 212) {
256 		Sound_Play(kSfxCARUP3,    40, 0, 0, 50);
257 	}
258 
259 	if (frame == 269) {
260 		Player_Gains_Control();
261 		Player_Set_Combat_Mode(false);
262 		Actor_Set_Invisible(kActorGaff, false);
263 	}
264 }
265 
ActorChangedGoal(int actorId,int newGoal,int oldGoal,bool currentSet)266 void SceneScriptCT12::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
267 }
268 
PlayerWalkedIn()269 void SceneScriptCT12::PlayerWalkedIn() {
270 	if ( Global_Variable_Query(kVariableChapter) < 2
271 	 && !Game_Flag_Query(kFlagGaffApproachedMcCoyAboutZuben)
272 	 &&  Actor_Query_Goal_Number(kActorGaff) == kGoalGaffCT12WaitForMcCoy
273 	) {
274 #if !BLADERUNNER_ORIGINAL_BUGS
275 		// Disable NPC walkers until Gaff goes to his spinner
276 		Actor_Set_Goal_Number(kActorGenwalkerA, kGoalGenwalkerDefault);
277 		Actor_Set_Goal_Number(kActorGenwalkerB, kGoalGenwalkerDefault);
278 		Actor_Set_Goal_Number(kActorGenwalkerC, kGoalGenwalkerDefault);
279 		Global_Variable_Set(kVariableGenericWalkerConfig, -1);
280 #endif // !BLADERUNNER_ORIGINAL_BUGS
281 		Player_Loses_Control();
282 		Loop_Actor_Walk_To_Actor(kActorGaff, kActorMcCoy, 48, false, false);
283 		Actor_Face_Actor(kActorGaff, kActorMcCoy, true);
284 		Actor_Face_Actor(kActorMcCoy, kActorGaff, true);
285 		Actor_Says(kActorGaff, 0, kAnimationModeTalk);
286 		Actor_Says(kActorMcCoy, 670, kAnimationModeTalk);
287 		Actor_Says(kActorGaff, 10, kAnimationModeTalk);
288 		Actor_Says(kActorMcCoy, 675, kAnimationModeTalk);
289 		Actor_Says(kActorGaff, 20, kAnimationModeTalk);
290 		Actor_Says(kActorMcCoy, 680, kAnimationModeTalk);
291 		Actor_Says(kActorGaff, 30, kAnimationModeTalk);
292 		Actor_Says(kActorMcCoy, 685, kAnimationModeTalk);
293 		Actor_Says(kActorGaff, 40, kAnimationModeTalk);
294 		Actor_Says(kActorMcCoy, 690, kAnimationModeTalk);
295 		Actor_Clue_Acquire(kActorMcCoy, kClueGaffsInformation, true, kActorGaff);
296 		Game_Flag_Set(kFlagGaffApproachedMcCoyAboutZuben);
297 		CDB_Set_Crime(kClueZubenSquadPhoto, kCrimeMoonbusHijacking);
298 
299 		if (Game_Flag_Query(kFlagGaffApproachedMcCoyAboutZuben)
300 		 && Game_Flag_Query(kFlagZubenRetired)
301 		) {
302 			Actor_Says(kActorGaff, 50, kAnimationModeTalk);
303 			Actor_Says(kActorMcCoy, 695, kAnimationModeTalk);
304 			Actor_Says(kActorGaff, 60, kAnimationModeTalk);
305 			Actor_Says(kActorMcCoy, 700, kAnimationModeTalk);
306 			Actor_Says(kActorGaff, 70, kAnimationModeTalk);
307 			Actor_Clue_Acquire(kActorGaff, kClueMcCoyRetiredZuben, true, -1);
308 		} else if (Game_Flag_Query(kFlagGaffApproachedMcCoyAboutZuben)
309 		        && Game_Flag_Query(kFlagZubenSpared)
310 		) {
311 			Actor_Says(kActorGaff, 80, kAnimationModeTalk);
312 			Actor_Says(kActorGaff, 90, kAnimationModeTalk);
313 			Actor_Says(kActorMcCoy, 705, kAnimationModeTalk);
314 			Actor_Says(kActorGaff, 100, kAnimationModeTalk);
315 			Actor_Clue_Acquire(kActorGaff, kClueMcCoyLetZubenEscape, true, -1);
316 		}
317 
318 #if !BLADERUNNER_ORIGINAL_BUGS
319 		// unpause generic walkers here, less chance to collide with Gaff
320 		// while he walks to his spinner
321 		// This happens when Gaff starts walking towards his spinner rather than
322 		// when he's reached his spinner, in order to keep this NPC code in one place
323 		// and because the walkers won't have time to interfere with his path even if
324 		// they're enabled early.
325 		if (Global_Variable_Query(kVariableGenericWalkerConfig) < 0
326 		) {
327 			Global_Variable_Set(kVariableGenericWalkerConfig, 2);
328 		}
329 #endif
330 		Actor_Set_Goal_Number(kActorGaff, kGoalGaffCT12GoToSpinner);
331 	}
332 
333 	if (Game_Flag_Query(kFlagCT11toCT12)) {
334 		Loop_Actor_Walk_To_XYZ(kActorMcCoy, -520.0f, -6.5f, 1103.0f, 0, false, false, false);
335 		Game_Flag_Reset(kFlagCT11toCT12);
336 	}
337 }
338 
PlayerWalkedOut()339 void SceneScriptCT12::PlayerWalkedOut() {
340 	Game_Flag_Reset(kFlagGenericWalkerWaiting); // A bug? why is this here? Left over code?
341 	if (Game_Flag_Query(kFlagCT12ToUG09)) {
342 		Game_Flag_Reset(kFlagMcCoyInChinaTown);
343 		Game_Flag_Set(kFlagMcCoyInUnderground);
344 	}
345 #if BLADERUNNER_ORIGINAL_BUGS
346 #else
347 	// this enforces existing awry saved games from having a bad flag value
348 	else {
349 		Game_Flag_Set(kFlagMcCoyInChinaTown);
350 	}
351 #endif // BLADERUNNER_ORIGINAL_BUGS
352 }
353 
DialogueQueueFlushed(int a1)354 void SceneScriptCT12::DialogueQueueFlushed(int a1) {
355 }
356 
357 } // End of namespace BladeRunner
358