scummvm/engines/bladerunner/script/scene/ps02.cpp
2021-12-26 18:48:43 +01:00

191 lines
6 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 SceneScriptPS02::InitializeScene() {
Player_Loses_Control();
Setup_Scene_Information(-13.31f, -40.28f, -48.12f, 30);
Scene_Exit_Add_2D_Exit(0, 0, 0, 240, 479, 3);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(false);
Ambient_Sounds_Add_Looping_Sound(kSfxESPLOOP1, 20, 1, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxELEAMB3, 20, 1, 1);
Ambient_Sounds_Add_Sound(kSfxCROSLOCK, 3, 20, 12, 16, 0, 0, -101, -101, 0, 0);
Scene_Loop_Start_Special(kSceneLoopModeLoseControl, 0, false);
Scene_Loop_Set_Default(1);
}
void SceneScriptPS02::SceneLoaded() {
Obstacle_Object("E.DOOR01", true);
Obstacle_Object("E.DOOR02", true);
Clickable_Object("E.DOOR01");
Clickable_Object("E.DOOR02");
#if BLADERUNNER_ORIGINAL_BUGS
#else
Unclickable_Object("E.DOOR01");
Unclickable_Object("E.DOOR02");
#endif // BLADERUNNER_ORIGINAL_BUGS
}
bool SceneScriptPS02::MouseClick(int x, int y) {
return false;
}
bool SceneScriptPS02::ClickedOn3DObject(const char *objectName, bool a2) {
#if BLADERUNNER_ORIGINAL_BUGS
// McCoy never clicks on the door
// This stuff is never called
if (Object_Query_Click("E.DOOR01", objectName)
|| Object_Query_Click("E.D00R02", objectName)
) {
if (Game_Flag_Query(kFlagPS02toPS01)) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -5.0f, -40.0f, -15.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Set_Enter(kSetPS01, kScenePS01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true);
}
} else if (Game_Flag_Query(kFlagPS02toPS05)) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -5.0f, -40.0f, -15.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Set_Enter(kSetPS05, kScenePS05);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true);
}
} else if (Game_Flag_Query(kFlagPS02toPS07)) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -5.0f, -40.0f, -15.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Set_Enter(kSetPS07, kScenePS07);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true);
}
} else if (Game_Flag_Query(kFlagPS02toPS03)) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -5.0f, -40.0f, -15.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Set_Enter(kSetPS03, kScenePS03);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true);
}
} else if (Game_Flag_Query(kFlagPS02toPS09)) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -5.0f, -40.0f, -15.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Set_Enter(kSetPS09, kScenePS09);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true);
}
}
}
#endif // BLADERUNNER_ORIGINAL_BUGS
return false;
}
bool SceneScriptPS02::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptPS02::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptPS02::ClickedOnExit(int exitId) {
return false;
}
bool SceneScriptPS02::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptPS02::SceneFrameAdvanced(int frame) {
if (frame == 1) {
Ambient_Sounds_Play_Sound(kSfxELDOORO2, 45, 0, 0, 0);
}
if (frame == 91) {
Ambient_Sounds_Play_Sound(kSfxELDOORC1, 45, 0, 0, 0);
}
//return true;
}
void SceneScriptPS02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptPS02::PlayerWalkedIn() {
Game_Flag_Reset(kflagPS01toPS02);
Actor_Face_XYZ(kActorMcCoy, 0.0f, 0.0f, 450.0f, true);
Player_Gains_Control();
activateElevator();
Player_Loses_Control();
if (Game_Flag_Query(kFlagPS02toPS01) ) {
Set_Enter(kSetPS01, kScenePS01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true);
} else if (Game_Flag_Query(kFlagPS02toPS05) ) {
Set_Enter(kSetPS05, kScenePS05);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true);
} else if (Game_Flag_Query(kFlagPS02toPS07) ) {
Set_Enter(kSetPS07, kScenePS07);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true);
} else if (Game_Flag_Query(kFlagPS02toPS03) ) {
Set_Enter(kSetPS03, kScenePS03);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true);
} else if (Game_Flag_Query(kFlagPS02toPS09) ) {
Set_Enter(kSetPS09, kScenePS09);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true);
}
//return true;
}
void SceneScriptPS02::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Player_Gains_Control();
}
void SceneScriptPS02::DialogueQueueFlushed(int a1) {
}
void SceneScriptPS02::activateElevator() {
Scene_Exits_Disable();
switch (Elevator_Activate(kElevatorPS)) {
case 3:
Game_Flag_Set(kFlagPS02toPS07);
break;
case 4:
Game_Flag_Set(kFlagPS02toPS01);
break;
case 5:
Game_Flag_Set(kFlagPS02toPS05);
break;
case 6:
Game_Flag_Set(kFlagPS02toPS03);
break;
case 7:
Game_Flag_Set(kFlagPS02toPS09);
break;
}
Scene_Exits_Enable();
}
} // End of namespace BladeRunner