Files
scummvm/engines/bladerunner/script/nr01.cpp
T

437 lines
12 KiB
C++

/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "bladerunner/script/script.h"
namespace BladeRunner {
void ScriptNR01::InitializeScene() {
if (Game_Flag_Query(617)) {
Setup_Scene_Information(-153.86f, 23.88f, -570.21f, 402);
} else if (Game_Flag_Query(632)) {
Setup_Scene_Information(-416.0f, 31.93f, -841.0f, 200);
Actor_Set_Invisible(0, true);
Preload(167);
} else if (Game_Flag_Query(534)) {
Setup_Scene_Information(-416.0f, 31.93f, -841.0f, 200);
} else if (Game_Flag_Query(342)) {
Setup_Scene_Information(-270.0f, 4.93f, -1096.0f, 500);
} else if (Game_Flag_Query(533)) {
Setup_Scene_Information(312.0f, 31.66f, -901.0f, 700);
} else if (Game_Flag_Query(545)) {
Setup_Scene_Information(-170.0f, 24.0f, -574.0f, 768);
} else {
Setup_Scene_Information(76.0f, 23.88f, -109.0f, 966);
}
Scene_Exit_Add_2D_Exit(0, 31, 270, 97, 373, 3);
if (Global_Variable_Query(1) > 3) {
Scene_Exit_Add_2D_Exit(1, 201, 320, 276, 357, 2);
}
Scene_Exit_Add_2D_Exit(2, 583, 262, 639, 365, 1);
if (Game_Flag_Query(255)) {
Scene_Exit_Add_2D_Exit(3, 320, 445, 639, 479, 2);
}
Ambient_Sounds_Add_Looping_Sound(54, 50, 0, 1);
Ambient_Sounds_Add_Looping_Sound(362, 22, 55, 1);
Ambient_Sounds_Add_Sound(361, 10, 10, 20, 20, -70, -70, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(182, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(184, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(185, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(186, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(188, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(189, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(191, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(192, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(195, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(68, 10, 80, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(69, 10, 80, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(375, 10, 80, 33, 33, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(376, 10, 80, 33, 33, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(377, 10, 80, 33, 33, 0, 0, -101, -101, 0, 0);
if (Game_Flag_Query(643) && Actor_Query_Goal_Number(1) == 230) {
Game_Flag_Reset(255);
Game_Flag_Reset(256);
}
if (Game_Flag_Query(255) && !Game_Flag_Query(247)) {
Scene_Loop_Start_Special(0, 0, 0);
Scene_Loop_Set_Default(1);
Game_Flag_Set(247);
} else if (Game_Flag_Query(255) && Game_Flag_Query(247)) {
Scene_Loop_Set_Default(1);
} else {
Scene_Loop_Set_Default(4);
}
}
void ScriptNR01::SceneLoaded() {
Obstacle_Object("LAMPBASE01", true);
Unclickable_Object("LAMPBASE01");
}
bool ScriptNR01::MouseClick(int x, int y) {
if (Actor_Query_Goal_Number(0) == 212) {
Global_Variable_Increment(47, 4);
return true;
}
return false;
}
bool ScriptNR01::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool ScriptNR01::ClickedOnActor(int actorId) {
return false;
}
bool ScriptNR01::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool ScriptNR01::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, -380.0f, 31.93f, -841.0f, 0, 1, false, 0)) {
if (Global_Variable_Query(1) > 3) {
Actor_Says(0, 8522, 12);
} else {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(535);
Set_Enter(55, 56);
}
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(0, -281.0f, 31.93f, -1061.0f, 0, 1, false, 0)) {
Actor_Face_Heading(0, 45, false);
Loop_Actor_Travel_Stairs(0, 3, 0, 0);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(343);
Set_Enter(79, 91);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(0, 312.0f, 31.66f, -901.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(532);
Set_Enter(11, 55);
}
return true;
}
if (exitId == 3) {
if (!Loop_Actor_Walk_To_XYZ(0, 108.0f, 23.88f, -93.0f, 0, 1, false, 0)) {
Game_Flag_Reset(176);
Game_Flag_Reset(182);
Game_Flag_Reset(179);
Game_Flag_Reset(178);
Game_Flag_Reset(258);
Game_Flag_Reset(257);
Game_Flag_Reset(261);
Game_Flag_Reset(181);
switch (Spinner_Interface_Choose_Dest(-1, 1)) {
case 9:
Game_Flag_Set(257);
Game_Flag_Reset(255);
Game_Flag_Set(256);
Set_Enter(37, 34);
Scene_Loop_Start_Special(1, 3, 1);
break;
case 7:
Game_Flag_Set(258);
Game_Flag_Reset(255);
Game_Flag_Reset(247);
Game_Flag_Set(254);
Set_Enter(20, 2);
Scene_Loop_Start_Special(1, 3, 1);
break;
case 6:
Game_Flag_Set(177);
Game_Flag_Reset(255);
Game_Flag_Reset(247);
Game_Flag_Set(253);
Set_Enter(7, 25);
Scene_Loop_Start_Special(1, 3, 1);
break;
case 5:
Game_Flag_Set(261);
Game_Flag_Reset(255);
Game_Flag_Reset(247);
Game_Flag_Set(307);
Set_Enter(17, 82);
Scene_Loop_Start_Special(1, 3, 1);
break;
case 4:
Game_Flag_Set(180);
Game_Flag_Reset(255);
Game_Flag_Reset(247);
Game_Flag_Set(252);
Set_Enter(0, 0);
Scene_Loop_Start_Special(1, 3, 1);
break;
case 3:
Game_Flag_Set(176);
Game_Flag_Reset(255);
Game_Flag_Reset(247);
Game_Flag_Set(248);
Set_Enter(4, 13);
Scene_Loop_Start_Special(1, 3, 1);
break;
case 2:
Game_Flag_Set(182);
Game_Flag_Reset(255);
Game_Flag_Reset(247);
Game_Flag_Set(249);
Set_Enter(69, 78);
Scene_Loop_Start_Special(1, 3, 1);
break;
case 1:
Game_Flag_Set(179);
Game_Flag_Reset(255);
Game_Flag_Reset(247);
Game_Flag_Set(250);
Set_Enter(49, 48);
Scene_Loop_Start_Special(1, 3, 1);
break;
case 0:
Game_Flag_Set(178);
Game_Flag_Reset(255);
Game_Flag_Reset(247);
Game_Flag_Set(251);
Set_Enter(61, 65);
Scene_Loop_Start_Special(1, 3, 1);
break;
default:
Player_Loses_Control();
Game_Flag_Set(181);
Game_Flag_Set(247);
Player_Gains_Control();
break;
}
}
return true;
}
return false;
}
bool ScriptNR01::ClickedOn2DRegion(int region) {
if (region == 0 && Player_Query_Combat_Mode()) {
Sound_Play(517, 100, 0, 0, 50);
Actor_Set_Goal_Number(1, 260);
Scene_2D_Region_Remove(0);
}
if (region == 1 && Player_Query_Combat_Mode()) {
Sound_Play(517, 100, 0, 0, 50);
Actor_Set_Goal_Number(2, 299);
Actor_Set_Goal_Number(1, 258);
Scene_2D_Region_Remove(1);
return true;
}
return false;
}
void ScriptNR01::SceneFrameAdvanced(int frame) {
if (frame == 61) {
Sound_Play(118, 40, 0, 0, 50);
}
if (frame == 184) {
Sound_Play(117, 40, 80, 80, 50);
}
//return 0;
}
void ScriptNR01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void ScriptNR01::PlayerWalkedIn() {
if (Game_Flag_Query(617)) {
Actor_Set_Goal_Number(1, 280);
Game_Flag_Reset(617);
//return true;
return;
}
if (Actor_Query_Goal_Number(1) == 250) {
Scene_Exits_Disable();
ADQ_Flush();
Actor_Set_Goal_Number(1, 251);
Scene_2D_Region_Add(0, 450, 316, 464, 333);
Scene_2D_Region_Add(1, 233, 321, 240, 362);
ADQ_Add(2, 70, 81);
ADQ_Add(1, 990, 3);
ADQ_Add(2, 80, 82);
ADQ_Add(2, 90, 81);
ADQ_Add(1, 1010, 3);
ADQ_Add(2, 100, 81);
ADQ_Add(1, 1020, 3);
ADQ_Add(2, 110, 82);
ADQ_Add(1, 1030, 3);
ADQ_Add(1, 1040, 3);
ADQ_Add(2, 120, 82);
}
if (Game_Flag_Query(604)) {
if (Game_Flag_Query(622)) {
ADQ_Add(25, 150, 3);
Game_Flag_Reset(622);
}
Game_Flag_Reset(604);
Player_Gains_Control();
//return true;
return;
}
if (Game_Flag_Query(632)) {
Delay(3500);
Set_Enter(60, 64);
//return true;
return;
}
if (Game_Flag_Query(534)) {
Loop_Actor_Walk_To_XYZ(0, -380.0f, 31.73f, -841.0f, 0, 0, false, 0);
Game_Flag_Reset(534);
} else {
if (Game_Flag_Query(342)) {
Loop_Actor_Travel_Stairs(0, 3, 1, 0);
Game_Flag_Reset(342);
if (Actor_Query_Goal_Number(1) == 230) {
Actor_Face_Actor(1, 0, true);
Actor_Says(1, 1440, 13);
Loop_Actor_Walk_To_Actor(0, 1, 48, 0, true);
Actor_Says(0, 3145, 13);
if (Global_Variable_Query(40) != 3) {
Actor_Says(1, 1450, 12);
Actor_Says(1, 1460, 13);
}
Actor_Says(0, 3150, 14);
Actor_Says(1, 1470, 12);
Actor_Says(1, 1480, 13);
Actor_Says(0, 3155, 15);
Actor_Says(1, 1500, 16);
Actor_Says(0, 3160, 12);
if (Game_Flag_Query(643)) {
Actor_Says(1, 1330, 12);
Actor_Says(1, 1340, 12);
Actor_Says(1, 1350, 12);
Actor_Says(0, 3120, 15);
Actor_Says(1, 1360, 12);
Actor_Says(1, 1370, 12);
Actor_Says(0, 3125, 15);
Actor_Says(1, 1380, 12);
Actor_Says(0, 3130, 15);
Actor_Says(1, 1390, 12);
Actor_Says(1, 1400, 12);
Actor_Says(1, 1410, 12);
Actor_Says(0, 3135, 15);
Actor_Says(1, 1420, 12);
Actor_Says(0, 3140, 15);
Actor_Says(1, 1430, 12);
Actor_Set_Goal_Number(1, 285);
} else {
int v0 = Global_Variable_Query(40) - 1;
if (!v0) {
Actor_Says(1, 1510, 15);
Actor_Says(1, 1520, 14);
Actor_Says(1, 1530, 13);
Actor_Says(0, 3170, 13);
Actor_Set_Goal_Number(1, 231);
} else if (v0 == 1) {
Actor_Says(1, 1590, 15);
Actor_Says(0, 3195, 14);
Actor_Says(1, 1600, 16);
Actor_Says(0, 3200, 13);
Actor_Says(1, 1610, 17);
Actor_Says(1, 1620, 15);
Actor_Says(1, 1630, 14);
Actor_Says(0, 3205, 12);
Actor_Set_Goal_Number(1, 232);
} else if (v0 == 2) {
Actor_Says(1, 1540, 15);
Actor_Says(0, 3175, 13);
Actor_Says(1, 1550, 13);
Actor_Says(1, 1560, 16);
Actor_Says(0, 3180, 15);
Actor_Says(1, 1570, 12);
Actor_Says(1, 1580, 14);
Actor_Says(0, 3190, 12);
Actor_Set_Goal_Number(1, 233);
}
}
}
} else if (Game_Flag_Query(533)) {
Loop_Actor_Walk_To_XYZ(0, 239.0f, 31.66f, -901.0f, 0, 0, false, 0);
Game_Flag_Reset(533);
if (Actor_Query_Goal_Number(2) == 230) {
Scene_Exits_Disable();
Actor_Set_Goal_Number(2, 231);
Non_Player_Actor_Combat_Mode_On(2, 0, 1, 0, 3, 4, 7, 8, -1, -1, -1, 20, 300, 0);
}
} else if (Game_Flag_Query(545)) {
Game_Flag_Reset(545);
Actor_Put_In_Set(25, 54);
Actor_Set_At_XYZ(25, -202.0f, 24.0f, -574.0f, 0);
Actor_Face_Heading(25, 256, false);
Actor_Set_Goal_Number(25, 204);
Player_Gains_Control();
} else {
Loop_Actor_Walk_To_XYZ(0, 48.0f, 23.88f, -189.0f, 0, 0, false, 0);
}
}
if (Game_Flag_Query(652)) {
Game_Flag_Reset(652);
Actor_Voice_Over(950, 99);
Actor_Voice_Over(960, 99);
Actor_Voice_Over(970, 99);
Actor_Voice_Over(980, 99);
}
if (Actor_Query_Goal_Number(2) == 240) {
Scene_Exits_Disable();
Actor_Set_Goal_Number(2, 241);
if (!Player_Query_Combat_Mode()) {
Player_Set_Combat_Mode(true);
}
}
//return false;
return;
}
void ScriptNR01::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
if (!Game_Flag_Query(343) && !Game_Flag_Query(532) && !Game_Flag_Query(535) && !Game_Flag_Query(632) && !Game_Flag_Query(722)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Outtake_Play(30, 1, -1);
Outtake_Play(35, 1, -1);
}
Game_Flag_Reset(722);
}
void ScriptNR01::DialogueQueueFlushed(int a1) {
if (Actor_Query_Goal_Number(1) == 251 && Actor_Query_Goal_Number(2) != 299 && Actor_Query_Goal_Number(2) != 254 && Actor_Query_Goal_Number(2) != 255) {
Actor_Set_Goal_Number(1, 252);
}
}
} // End of namespace BladeRunner