mirror of
https://github.com/scummvm/scummvm.git
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153 lines
5.1 KiB
C++
153 lines
5.1 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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void SceneScriptBB12::InitializeScene() {
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if (Game_Flag_Query(kFlagBB07toBB12)) {
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Setup_Scene_Information( 138.0f, 0.0f, 104.0f, 760);
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} else if (Game_Flag_Query(kFlagBB08toBB12)) {
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Setup_Scene_Information(-129.0f, 0.0f, 64.0f, 307);
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} else {
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Setup_Scene_Information( 54.0f, 0.0f, 200.0f, 0);
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Game_Flag_Reset(kFlagBB05toBB12);
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}
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Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3);
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Scene_Exit_Add_2D_Exit(1, 589, 0, 639, 479, 1);
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Scene_Exit_Add_2D_Exit(2, 377, 374, 533, 479, 2);
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Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 28, 0, 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, 27, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxHAUNT1, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxHAUNT2, 5, 50, 27, 27, -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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if (!Game_Flag_Query(kFlagBB12Entered)) {
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Overlay_Play("BB12OVER", 0, false, false, 0); // Sadik's shadow going left
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Game_Flag_Set(kFlagBB12Entered);
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}
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}
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void SceneScriptBB12::SceneLoaded() {
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Obstacle_Object("BALLS", true);
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Unclickable_Object("BALLS");
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}
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bool SceneScriptBB12::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptBB12::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptBB12::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptBB12::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptBB12::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -129.0f, 0.0f, 64.0f, 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(kFlagBB12toBB08);
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Set_Enter(kSetBB08, kSceneBB08);
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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, 138.0f, 0.0f, 104.0f, 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(kFlagBB12toBB07);
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Set_Enter(kSetBB07, kSceneBB07);
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}
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return true;
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}
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if (exitId == 2) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 54.0f, 0.0f, 200.0f, 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(kFlagBB12toBB05);
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Set_Enter(kSetBB05, kSceneBB05);
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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 SceneScriptBB12::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptBB12::SceneFrameAdvanced(int frame) {
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if (frame == 10
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|| frame == 22
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|| frame == 33
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|| frame == 41
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) {
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Sound_Play(kSfxMONKCYM1, 17, -30, -30, 50);
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}
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if (frame == 3) {
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Sound_Play(kSfxMONKEY1, 16, -30, -30, 50);
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}
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}
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void SceneScriptBB12::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptBB12::PlayerWalkedIn() {
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if (Game_Flag_Query(kFlagBB07toBB12)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 114.0f, 0.0f, 104.0f, 0, false, false, false);
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Game_Flag_Reset(kFlagBB07toBB12);
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} else if (Game_Flag_Query(kFlagBB08toBB12)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -101.0f, 0.0f, 64.0f, 0, false, false, false);
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Game_Flag_Reset(kFlagBB08toBB12);
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}
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}
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void SceneScriptBB12::PlayerWalkedOut() {
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}
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void SceneScriptBB12::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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