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scummvm/engines/bladerunner/script/nr07.cpp
T

380 lines
9.9 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 ScriptNR07::InitializeScene() {
Setup_Scene_Information(-110.0f, -73.5f, -193.0f, 554);
Scene_Exit_Add_2D_Exit(0, 429, 137, 506, 251, 0);
Ambient_Sounds_Add_Looping_Sound(111, 25, 0, 1);
}
void ScriptNR07::SceneLoaded() {
Obstacle_Object("VANITY", true);
Clickable_Object("VASE");
}
bool ScriptNR07::MouseClick(int x, int y) {
return false;
}
bool ScriptNR07::ClickedOn3DObject(const char *objectName, bool a2) {
Actor_Set_Goal_Number(25, 201);
if (Object_Query_Click("VASE", objectName)) {
sub_401C60();
}
Actor_Set_Goal_Number(25, 200);
return false;
}
bool ScriptNR07::ClickedOnActor(int actorId) {
if (actorId == 3) {
if (Actor_Query_Goal_Number(33) <= 239) {
Actor_Set_Goal_Number(25, 201);
Actor_Face_Actor(0, 3, true);
Dialogue_Menu_Clear_List();
if (Game_Flag_Query(638)) {
DM_Add_To_List_Never_Repeat_Once_Selected(1100, -1, 3, 8);
DM_Add_To_List_Never_Repeat_Once_Selected(1110, 8, -1, -1);
if (Actor_Clue_Query(0, 95)) {
DM_Add_To_List_Never_Repeat_Once_Selected(1120, 3, 6, 7);
}
if (Actor_Clue_Query(0, 113)) {
DM_Add_To_List_Never_Repeat_Once_Selected(1130, 3, 5, 7);
}
if (Game_Flag_Query(510)) {
DM_Add_To_List_Never_Repeat_Once_Selected(1140, 1, 4, 7);
}
} else {
DM_Add_To_List_Never_Repeat_Once_Selected(1080, 3, 5, 7);
DM_Add_To_List_Never_Repeat_Once_Selected(1090, 7, 5, 4);
}
Dialogue_Menu_Add_DONE_To_List(1150);
Dialogue_Menu_Appear(320, 240);
int answer = Dialogue_Menu_Query_Input();
Dialogue_Menu_Disappear();
switch (answer) {
case 1140:
sub_4028FC();
break;
case 1130:
sub_402738();
break;
case 1120:
sub_402614();
break;
case 1110:
sub_402510();
break;
case 1100:
sub_402284();
break;
case 1090:
Actor_Says(0, 3650, 13);
Actor_Says(3, 630, 30);
Actor_Says(0, 3655, 16);
Actor_Says(3, 640, 31);
break;
case 1080:
sub_401EF4();
break;
default:
break;
}
Actor_Set_Goal_Number(25, 200);
return false;;
}
return true;
}
return false;
}
bool ScriptNR07::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool ScriptNR07::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, -102.0f, -73.5f, -233.0f, 0, 1, false, 0)) {
Actor_Set_Goal_Number(25, 201);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(442);
Set_Enter(56, 59);
}
return true;
}
return false;
}
bool ScriptNR07::ClickedOn2DRegion(int region) {
return false;
}
void ScriptNR07::SceneFrameAdvanced(int frame) {
}
void ScriptNR07::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void ScriptNR07::PlayerWalkedIn() {
Loop_Actor_Walk_To_XYZ(0, -110.0f, -73.5f, -169.0f, 0, 0, false, 0);
if (Actor_Query_In_Set(3, 57)) {
if (Game_Flag_Query(508)) {
Actor_Modify_Friendliness_To_Other(3, 0, -2);
Actor_Says(3, 530, 31);
} else {
Game_Flag_Set(508);
if (!Actor_Clue_Query(3, 214)) {
Actor_Modify_Friendliness_To_Other(3, 0, 5);
} else if (Actor_Clue_Query(0, 216) || Actor_Clue_Query(0, 217)) {
Actor_Modify_Friendliness_To_Other(3, 0, 10);
}
Actor_Says(3, 500, 30);
Actor_Says(0, 3585, 14);
Actor_Says(3, 510, 30);
Actor_Start_Speech_Sample(0, 3590);
Loop_Actor_Walk_To_XYZ(0, -112.0f, -73.0f, -89.0f, 525, 0, false, 0);
Actor_Says(3, 520, 53);
}
Actor_Set_Goal_Number(25, 200);
}
//return false;
}
void ScriptNR07::PlayerWalkedOut() {
}
void ScriptNR07::DialogueQueueFlushed(int a1) {
}
void ScriptNR07::sub_4018D4() {
Actor_Set_Goal_Number(25, 201);
Player_Loses_Control();
Actor_Set_At_XYZ(3, -136.0f, -73.0f, -18.0f, 300);
Actor_Change_Animation_Mode(3, 71);
Actor_Change_Animation_Mode(0, 21);
Loop_Actor_Walk_To_XYZ(3, -102.0f, -73.5f, -233.0f, 0, 0, true, 0);
if (Game_Flag_Query(47)) {
Actor_Set_Goal_Number(3, 245);
} else {
Actor_Set_Goal_Number(3, 295);
Game_Flag_Set(591);
Actor_Put_In_Set(3, 91);
Actor_Set_At_Waypoint(3, 33, 0);
}
Player_Gains_Control();
}
void ScriptNR07::sub_401A10() {
Scene_Exits_Disable();
Actor_Set_Goal_Number(25, 201);
Actor_Says_With_Pause(3, 930, 1.0f, 30);
Actor_Says_With_Pause(3, 910, 1.0f, 30);
Actor_Face_Object(3, "VANITY", true);
Actor_Says(3, 940, 31);
Actor_Says(0, 3770, 19);
Async_Actor_Walk_To_XYZ(0, -193.0f, -73.5f, -13.0f, 0, false);
Actor_Says(3, 950, 31);
Actor_Face_Actor(3, 0, true);
Actor_Change_Animation_Mode(3, 4);
Actor_Face_Actor(0, 3, true);
Actor_Says(0, 3760, 19);
Actor_Says(3, 960, 53);
Actor_Says(3, 920, 53);
Actor_Says(0, 3780, 0);
Actor_Says(3, 970, 53);
Actor_Voice_Over(1710, 99);
Actor_Voice_Over(1720, 99);
Actor_Voice_Over(1730, 99);
Actor_Set_Goal_Number(33, 240);
}
void ScriptNR07::sub_401C60() {
Loop_Actor_Walk_To_XYZ(0, -109.0f, -73.0f, -89.0f, 0, 0, false, 0);
Actor_Face_Object(0, "VASE", true);
if (Actor_Query_Is_In_Current_Set(3)) {
if (!Actor_Clue_Query(0, 97)) {
Actor_Clue_Acquire(0, 97, 1, -1);
int v0 = Actor_Query_Friendliness_To_Other(3, 0);
if (v0 > 50) {
Actor_Modify_Friendliness_To_Other(3, 0, 2);
} else if (v0 <= 50) {
Actor_Modify_Friendliness_To_Other(3, 0, -2);
}
Actor_Says(0, 3600, 19);
Actor_Says(3, 550, 30);
Actor_Says(0, 3605, 19);
Actor_Says(3, 560, 31);
Actor_Says(0, 3610, 19);
}
} else if (Actor_Clue_Query(0, 98)) {
Actor_Says(0, 8585, 14);
} else {
Actor_Clue_Acquire(0, 98, 1, -1);
Loop_Actor_Walk_To_Scene_Object(0, "VASE", 100, 1, false);
Actor_Change_Animation_Mode(0, 23);
Item_Pickup_Spin_Effect(935, 526, 268);
Actor_Voice_Over(1690, 99);
Actor_Voice_Over(1700, 99);
}
}
void ScriptNR07::sub_401EF4() {
Actor_Clue_Acquire(0, 96, 1, -1);
Actor_Says(0, 3625, 19);
Actor_Says(3, 570, 30);
Actor_Says_With_Pause(3, 580, 1.0f, 31);
Actor_Says(0, 3630, 13);
Actor_Says_With_Pause(3, 590, 1.0f, 30);
Actor_Says(3, 600, 30);
Actor_Start_Speech_Sample(0, 3640);
Loop_Actor_Walk_To_XYZ(0, -109.0f, -73.0f, -89.0f, 0, 0, false, 0);
Actor_Face_Actor(0, 3, true);
Actor_Face_Actor(3, 0, true);
Game_Flag_Set(638);
Actor_Clue_Acquire(0, 91, 1, 3);
int v0 = Actor_Query_Friendliness_To_Other(3, 0);
if (!Game_Flag_Query(47) && v0 < 40) {
sub_4018D4();
return;
}
if (v0 < 36) {
sub_401A10();
return;
}
sub_4020F0();
}
void ScriptNR07::sub_4020F0() {
if (Actor_Clue_Query(3, 213) && Actor_Clue_Query(3, 214)) {
Actor_Modify_Friendliness_To_Other(3, 0, -1);
}
Actor_Says(3, 610, 31);
Actor_Says(0, 3645, 12);
Actor_Says(3, 620, 30);
int v0 = Actor_Query_Friendliness_To_Other(3, 0);
if (!Game_Flag_Query(47) && v0 < 40) {
sub_4018D4();
return;
}
if (v0 < 36) {
sub_401A10();
return;
}
Actor_Face_Object(3, "VANITY", true);
}
void ScriptNR07::sub_402284() {
Actor_Clue_Acquire(0, 94, 1, -1);
Actor_Start_Speech_Sample(0, 3660);
Loop_Actor_Walk_To_XYZ(0, -109.0f, -73.0f, -89.0f, 0, 0, false, 0);
Actor_Face_Actor(0, 3, true);
Actor_Says(3, 650, 30);
Actor_Says(3, 660, 31);
Actor_Says(0, 3665, 18);
Actor_Face_Actor(3, 0, true);
Actor_Says(3, 670, 31);
Actor_Says(3, 680, 30);
Actor_Says(3, 690, 31);
Actor_Says(0, 3670, 17);
Actor_Says(3, 700, 30);
Actor_Says(0, 3675, 19);
Actor_Says(3, 710, 30);
Actor_Says(0, 3680, 19);
Actor_Says(3, 720, 30);
Actor_Says(3, 730, 30);
Actor_Says(0, 3685, 13);
Voight_Kampff_Activate(3, 40);
if (Game_Flag_Query(47)) {
sub_401A10();
} else {
sub_4018D4();
}
}
void ScriptNR07::sub_402510() {
Actor_Says(0, 3690, 14);
Actor_Start_Speech_Sample(3, 750);
Loop_Actor_Walk_To_XYZ(0, -109.0f, -73.0f, -89.0f, 0, 0, false, 0);
Actor_Face_Actor(0, 3, true);
Actor_Face_Actor(3, 0, true);
Actor_Says(0, 3695, 15);
Actor_Modify_Friendliness_To_Other(3, 0, 5);
if (Game_Flag_Query(47)) {
sub_401A10();
} else {
sub_4018D4();
}
}
void ScriptNR07::sub_402614() {
Actor_Says(0, 3705, 19);
Actor_Says(3, 760, 53);
if (Game_Flag_Query(47)) {
Actor_Modify_Friendliness_To_Other(3, 0, -5);
Actor_Says(0, 3710, 18);
sub_401A10();
} else {
Actor_Modify_Friendliness_To_Other(3, 0, -3);
Actor_Start_Speech_Sample(0, 3710);
Loop_Actor_Walk_To_XYZ(0, -109.0f, -73.0f, -89.0f, 0, 0, false, 0);
Actor_Face_Actor(0, 3, true);
sub_4018D4();
}
}
void ScriptNR07::sub_402738() {
Actor_Modify_Friendliness_To_Other(3, 0, -3);
Actor_Says(0, 3615, 16);
Actor_Says(3, 770, 30);
Actor_Says(0, 3720, 15);
Actor_Says_With_Pause(3, 780, 2.0f, 30);
Actor_Says(3, 790, 31);
Actor_Says(0, 3725, 18);
Actor_Says(3, 800, 30);
Actor_Says_With_Pause(0, 3730, 2.0f, 13);
Actor_Says_With_Pause(3, 810, 1.0f, 53);
Actor_Says(3, 820, 30);
Actor_Says(0, 3735, 14);
Actor_Says(3, 830, 31);
Actor_Says(0, 3740, 19);
}
void ScriptNR07::sub_4028FC() {
Actor_Says(0, 3620, 19);
Actor_Says(3, 840, 30);
Actor_Says(0, 3745, 9);
Actor_Says_With_Pause(3, 850, 1.0f, 30);
Actor_Says(3, 860, 30);
Actor_Says(3, 870, 53);
Actor_Says(0, 3750, 11);
Actor_Says(3, 880, 30);
Actor_Says(0, 3755, 16);
Actor_Says(3, 890, 31);
}
} // End of namespace BladeRunner