scummvm/engines/bladerunner/script/scene/kp05.cpp
2021-12-26 18:48:43 +01:00

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