mirror of
https://github.com/scummvm/scummvm.git
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153 lines
5.1 KiB
C++
153 lines
5.1 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 SceneScriptPS03::InitializeScene() {
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if (Game_Flag_Query(kFlagPS04toPS03)) {
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Actor_Set_At_XYZ(kActorMcCoy, -674.0f, -354.0f, 550.0f, 900);
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Setup_Scene_Information(-674.0f, -354.62f, 550.0f, 900);
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Game_Flag_Reset(kFlagPS04toPS03);
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} else if (Game_Flag_Query(kFlagPS14toPS03)) {
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Setup_Scene_Information(-875.0f, -354.62f, -1241.0f, 450);
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Game_Flag_Reset(kFlagPS14toPS03);
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} else {
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Setup_Scene_Information(-569.54f, -354.62f, -1076.15f, 475);
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Game_Flag_Reset(kFlagPS02toPS03);
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}
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Scene_Exit_Add_2D_Exit(0, 0, 460, 639, 479, 2);
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Scene_Exit_Add_2D_Exit(1, 449, 273, 508, 329, 0);
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if (Global_Variable_Query(kVariableChapter) > 1) {
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Scene_Exit_Add_2D_Exit(2, 358, 245, 411, 288, 0);
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}
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(false);
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Ambient_Sounds_Add_Looping_Sound(kSfxPSAMB6, 35, 0, 1);
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Ambient_Sounds_Add_Sound(kSfxPSDOOR1, 5, 50, 7, 7, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxPSDOOR2, 5, 50, 7, 7, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxPSPA6, 5, 60, 33, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxPSPA7, 5, 60, 33, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxPSPA8, 5, 60, 33, 33, -100, 100, -101, -101, 0, 0);
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Scene_Loop_Set_Default(1);
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}
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void SceneScriptPS03::SceneLoaded() {
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Obstacle_Object("TABLE05", true);
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Unclickable_Object("COP1PS03");
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Unclickable_Object("COP2PS03");
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}
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bool SceneScriptPS03::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptPS03::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptPS03::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptPS03::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptPS03::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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#if BLADERUNNER_ORIGINAL_BUGS
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -674.0f, -354.0f, 550.0f, 0, true, false, false)) {
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Game_Flag_Set(kFlagPS03toPS04);
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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(kSetPS04, kScenePS04);
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}
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#else
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// Make McCoy move more forward till he reaches the exit to avoid blinking out at transition to PS03
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -674.0f, -354.0f, 690.0f, 0, true, false, false)) {
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Game_Flag_Set(kFlagPS03toPS04);
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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(kSetPS04, kScenePS04);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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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, -569.54f, -354.62f, -1076.15f, 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(kSetPS02, kScenePS02);
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Game_Flag_Reset(kFlagMcCoyAtPS03);
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if (Global_Variable_Query(kVariableChapter) < 4) {
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Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaLeftOffice);
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}
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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 BLADERUNNER_ORIGINAL_BUGS
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -875.0f, -354.0f, -1241.0f, 0, true, false, false)) {
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Game_Flag_Set(kFlagPS03toPS14);
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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(kSetPS14, kScenePS14);
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}
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#else
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// exit Police Station earlier (lower z) to avoid some glitch of blending McCoy with background
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -875.0f, -354.0f, -1231.0f, 0, true, false, false)) {
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Game_Flag_Set(kFlagPS03toPS14);
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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(kSetPS14, kScenePS14);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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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 SceneScriptPS03::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptPS03::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptPS03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptPS03::PlayerWalkedIn() {
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if (!Game_Flag_Query(kFlagMcCoyAtPS03)) {
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Game_Flag_Set(kFlagMcCoyAtPS03);
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//return true;
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}
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//return false;
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}
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void SceneScriptPS03::PlayerWalkedOut() {
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}
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void SceneScriptPS03::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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