mirror of
https://github.com/scummvm/scummvm.git
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179 lines
6.3 KiB
C++
179 lines
6.3 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 SceneScriptKP05::InitializeScene() {
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if (Game_Flag_Query(kFlagKP06toKP05)) {
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Setup_Scene_Information( -868.0f, 0.0f, -68.0f, 520);
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} else if (Game_Flag_Query(kFlagKP04toKP05)) {
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Setup_Scene_Information(-1142.0f, 0.0f, 932.0f, 276);
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} else {
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Setup_Scene_Information( -802.0f, 0.0f, 972.0f, 800);
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}
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Scene_Exit_Add_2D_Exit(0, 589, 0, 639, 479, 1);
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Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3);
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Scene_Exit_Add_2D_Exit(2, 0, 0, 257, 204, 0);
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Ambient_Sounds_Add_Looping_Sound(kSfxKPAMB1, 34, 1, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxSKINBED1, 27, 1, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxRUMLOOP1, 90, 1, 1);
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Ambient_Sounds_Add_Sound(kSfxSCARY1, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSCARY2, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSCARY3, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER2, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER3, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER4, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSCARY4, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSCARY5, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSCARY6, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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}
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void SceneScriptKP05::SceneLoaded() {
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Unobstacle_Object("OBSTACLEBOX20", true);
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Clickable_Object("BRIDGE02");
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Unclickable_Object("BRIDGE02");
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if (!Actor_Clue_Query(kActorMcCoy, kCluePowerSource)
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&& Game_Flag_Query(kFlagMcCoyIsHelpingReplicants)
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) {
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Item_Add_To_World(kItemPowerSource, kModelAnimationPowerSource, kSetKP05_KP06, -1095.0f, 0.0f, 770.0f, 256, 24, 24, false, true, false, true);
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}
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}
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bool SceneScriptKP05::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptKP05::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptKP05::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptKP05::ClickedOnItem(int itemId, bool a2) {
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if (itemId == kItemPowerSource) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1058.0f, 0.0f, 852.0f, 0, true, false, false)) {
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Actor_Face_Item(kActorMcCoy, kItemPowerSource, true);
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Actor_Clue_Acquire(kActorMcCoy, kCluePowerSource, true, -1);
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Item_Remove_From_World(kItemPowerSource);
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Item_Pickup_Spin_Effect(kModelAnimationPowerSource, 58, 321);
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}
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}
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return false;
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}
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bool SceneScriptKP05::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -802.0f, 0.0f, 972.0f, 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(kFlagKP05toKP03);
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Set_Enter(kSetKP03, kSceneKP03);
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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, -1142.0f, 0.0f, 932.0f, 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(kFlagKP05toKP04);
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Set_Enter(kSetKP04, kSceneKP04);
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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, -868.0f, 0.0f, -68.0f, 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(kFlagKP05toKP06);
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Async_Actor_Walk_To_XYZ(kActorMcCoy, -868.0f, 0.0f, -216.0f, 0, false);
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Set_Enter(kSetKP05_KP06, kSceneKP06);
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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 SceneScriptKP05::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptKP05::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptKP05::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptKP05::PlayerWalkedIn() {
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if (Game_Flag_Query(kFlagKP06toKP05)) {
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Game_Flag_Reset(kFlagKP06toKP05);
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} else if (Game_Flag_Query(kFlagKP04toKP05)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1110.0f, 0.0f, 932.0f, 0, false, false, false);
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Game_Flag_Reset(kFlagKP04toKP05);
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} else {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -846.0f, 0.0f, 972.0f, 0, false, false, false);
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Game_Flag_Query(kFlagKP03toKP05); // bug in game?
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}
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if (Actor_Query_Goal_Number(kActorMaggie) == kGoalMaggieKP05Wait) {
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Actor_Set_Goal_Number(kActorMaggie, kGoalMaggieKP05McCoyEntered);
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}
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if (Actor_Query_Goal_Number(kActorSteele) == 450) {
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Scene_Exits_Disable();
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Actor_Face_Actor(kActorSteele, kActorMcCoy, true);
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Actor_Says(kActorSteele, 530, 15);
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Actor_Says(kActorSteele, 540, 16);
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Actor_Face_Actor(kActorMcCoy, kActorSteele, true);
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Player_Set_Combat_Mode(true);
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Actor_Says(kActorMcCoy, 2200, 3);
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Actor_Says(kActorSteele, 550, 17);
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Actor_Says(kActorMcCoy, 2205, 3);
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Actor_Says(kActorSteele, 560, 15);
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Actor_Says(kActorSteele, 570, 16);
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Actor_Says(kActorSteele, 580, 13);
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Actor_Says(kActorMcCoy, 2210, 3);
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Actor_Says(kActorSteele, 590, 13);
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Actor_Says(kActorMcCoy, 2215, 3);
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Actor_Says(kActorSteele, 600, 16);
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Actor_Says(kActorSteele, 610, 15);
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Actor_Says(kActorMcCoy, 2220, 3);
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Actor_Says(kActorSteele, 620, 15);
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Actor_Says(kActorSteele, 630, 17);
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Non_Player_Actor_Combat_Mode_On(kActorSteele, kActorCombatStateIdle, true, kActorMcCoy, 9, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, -1, -1, 20, 240, false);
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}
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}
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void SceneScriptKP05::PlayerWalkedOut() {
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}
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void SceneScriptKP05::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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