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https://github.com/scummvm/scummvm.git
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134 lines
5 KiB
C++
134 lines
5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bladerunner/script/scene_script.h"
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namespace BladeRunner {
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// Bug in the game, item 77 (android control box) is showing up here...
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void SceneScriptBB04::InitializeScene() {
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if (Game_Flag_Query(kFlagBB03toBB04)) {
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Setup_Scene_Information(-107.0f, -26.6f, 397.0f, 29);
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Game_Flag_Reset(kFlagBB03toBB04);
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} else {
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Setup_Scene_Information( -15.0f, -25.17f, 45.0f, 691);
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}
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Scene_Exit_Add_2D_Exit(0, 218, 102, 360, 254, 1);
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Scene_Exit_Add_2D_Exit(1, 0, 334, 639, 479, 2);
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Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 20, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 40, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 44, -100, 1);
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Ambient_Sounds_Add_Sound(kSfxSCARY4, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSCARY5, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSCARY6, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSCARY7, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxHAUNT1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxHAUNT2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxPSDOOR1, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxPSDOOR2, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER2, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER3, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER4, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSWEEP2, 5, 80, 20, 20, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSWEEP3, 5, 80, 20, 20, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSWEEP4, 5, 80, 20, 20, -100, 100, -101, -101, 0, 0);
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}
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void SceneScriptBB04::SceneLoaded() {
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Obstacle_Object("DH TRASH", true);
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}
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bool SceneScriptBB04::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptBB04::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptBB04::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptBB04::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptBB04::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -92.0f, -26.6f, 45.0f, 0, true, false, false)) {
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Player_Loses_Control();
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -15.0f, -25.17f, 45.0f, 0, false, false, false);
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1u);
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Game_Flag_Set(kFlagBB04toBB02);
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Game_Flag_Set(kFlagBB02ElevatorDown);
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Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB02);
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}
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return true;
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}
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if (exitId == 1) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -107.0f, -26.6f, 397.0f, 0, true, false, false)) {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1u);
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Game_Flag_Set(kFlagBB04toBB03);
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Set_Enter(kSetBB03, kSceneBB03);
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}
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return true;
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}
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return false;
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}
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bool SceneScriptBB04::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptBB04::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptBB04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptBB04::PlayerWalkedIn() {
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if (Game_Flag_Query(kFlagBB02toBB04)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -92.0f, -26.6f, 45.0f, 0, false, false, false);
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Player_Gains_Control();
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Game_Flag_Reset(kFlagBB02toBB04);
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}
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}
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void SceneScriptBB04::PlayerWalkedOut() {
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}
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void SceneScriptBB04::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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