scummvm/engines/bladerunner/script/scene/ct06.cpp
2024-05-13 09:47:29 +03:00

179 lines
6.7 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "bladerunner/script/scene_script.h"
namespace BladeRunner {
void SceneScriptCT06::InitializeScene() {
if (Game_Flag_Query(kFlagCT05toCT06)) {
Setup_Scene_Information(20.41f, -58.23f, 2.17f, 247);
Game_Flag_Reset(kFlagCT05toCT06);
} else if (Game_Flag_Query(kFlagCT07toCT06)) {
Setup_Scene_Information(203.91f, -58.02f, 0.47f, 768);
} else {
Setup_Scene_Information(175.91f, -58.23f, 24.47f, 768);
}
Scene_Exit_Add_2D_Exit(0, 0, 440, 639, 479, 2);
Scene_Exit_Add_2D_Exit(1, 401, 162, 536, 317, 0);
if (Game_Flag_Query(kFlagZubenRetired) && Actor_Query_In_Set(kActorZuben, kSetCT07)) {
Actor_Put_In_Set(kActorZuben, kSetCT06);
Actor_Set_At_XYZ(kActorZuben, 58.41f, -58.23f, -24.97f, 240);
Actor_Retired_Here(kActorZuben, 72, 36, true, kActorMcCoy);
}
Ambient_Sounds_Add_Looping_Sound(kSfxRAIN10, 100, 1, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxCTDRONE1, 20, 1, 1);
Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 0, 10u, 260u, 17, 24, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 20, 10u, 260u, 17, 24, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 40, 10u, 260u, 17, 24, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 50, 10u, 260u, 17, 24, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Sound(kSfxSPIN2A, 80, 180, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSPIN2B, 50, 180, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDR2, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDR3, 70, 180, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER4, 60, 180, 50, 100, 0, 0, -101, -101, 0, 0);
if (Actor_Query_Goal_Number(kActorZuben) == kGoalZubenCT06HideAtFreeSlotA) {
Ambient_Sounds_Add_Sound(kSfxZUBWLK1, 1, 5, 25, 25, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK2, 1, 5, 25, 25, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK3, 1, 5, 25, 25, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK4, 1, 5, 25, 25, -100, 100, -101, -101, 0, 0);
}
}
void SceneScriptCT06::SceneLoaded() {
Obstacle_Object("BOX02", true);
Obstacle_Object("CB BOX01", true);
Obstacle_Object("CB BOX02", true);
Obstacle_Object("CB BOX03", true);
Unobstacle_Object("INSULPIP01", true);
Unobstacle_Object("CB BOX04", true);
Unclickable_Object("DOOR");
if (Actor_Query_Goal_Number(kActorZuben) == kGoalZubenCT06HideAtFreeSlotA) {
Preload(kModelAnimationMcCoyWithGunWalking);
Preload(kModelAnimationMcCoyWithGunRunning);
Preload(kModelAnimationZubenCombatHitFront);
Preload(kModelAnimationZubenCombatHitBack);
Preload(kModelAnimationZubenCleaverAttack);
Preload(kModelAnimationZubenJumpDownFromCeiling);
Preload(kModelAnimationZubenJumpDownFromCeiling); // A bug? Why is this preloaded twice?
}
}
bool SceneScriptCT06::MouseClick(int x, int y) {
return false;
}
bool SceneScriptCT06::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptCT06::ClickedOnActor(int actorId) {
if (actorId == kActorZuben) {
Loop_Actor_Walk_To_Actor(kActorMcCoy, kActorZuben, 24, true, false);
Actor_Face_Actor(kActorMcCoy, kActorZuben, true);
if (!Game_Flag_Query(kFlagCT06ZubenPhoto)) {
Actor_Clue_Acquire(kActorMcCoy, kClueZubenSquadPhoto, true, -1);
Item_Pickup_Spin_Effect(kModelAnimationPhoto, 340, 369);
Actor_Voice_Over(350, kActorVoiceOver);
Actor_Voice_Over(360, kActorVoiceOver);
Actor_Voice_Over(370, kActorVoiceOver);
if (!Game_Flag_Query(kFlagDirectorsCut)) {
Actor_Voice_Over(380, kActorVoiceOver);
Actor_Voice_Over(390, kActorVoiceOver);
Actor_Voice_Over(400, kActorVoiceOver);
Actor_Voice_Over(410, kActorVoiceOver);
}
Game_Flag_Set(kFlagCT06ZubenPhoto);
return true;
}
Actor_Says(kActorMcCoy, 8570, 13);
return false;
}
return false;
}
bool SceneScriptCT06::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptCT06::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 20.41f, -58.23f, -2.17f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagCT06toCT05);
Set_Enter(kSetCT05, kSceneCT05);
Game_Flag_Reset(kFlagNotUsed212);
}
return true;
}
if (exitId == 1) {
if (Actor_Query_Goal_Number(kActorZuben) == kGoalZubenCT06HideAtFreeSlotA) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 203.91f, -58.02f, 0.47f, 0, true, false, false)) {
Ambient_Sounds_Remove_Sound(kSfxZUBWLK1, true);
Ambient_Sounds_Remove_Sound(kSfxZUBWLK2, true);
Ambient_Sounds_Remove_Sound(kSfxZUBWLK3, true);
Ambient_Sounds_Remove_Sound(kSfxZUBWLK4, true);
Player_Loses_Control();
Actor_Set_Goal_Number(kActorZuben, kGoalZubenCT06JumpDown);
Game_Flag_Reset(kFlagNotUsed212);
}
return true;
}
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 203.91f, -58.02f, 0.47f, 0, true, false, false)) {
if (Global_Variable_Query(kVariableChapter) < 3) {
Actor_Face_Object(kActorMcCoy, "DOOR", true);
Actor_Says(kActorMcCoy, 8522, 12);
} else {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagCT06toCT08);
Set_Enter(kSetCT08_CT51_UG12, kSceneCT08);
Game_Flag_Reset(kFlagNotUsed212);
}
}
}
return false;
}
bool SceneScriptCT06::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptCT06::SceneFrameAdvanced(int frame) {
}
void SceneScriptCT06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptCT06::PlayerWalkedIn() {
if (Game_Flag_Query(kFlagCT07toCT06)) {
Game_Flag_Reset(kFlagCT07toCT06);
}
}
void SceneScriptCT06::PlayerWalkedOut() {
}
void SceneScriptCT06::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner