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