scummvm/engines/bladerunner/script/scene/ps14.cpp
2021-12-26 18:48:43 +01:00

132 lines
4.2 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 SceneScriptPS14::InitializeScene() {
if (Game_Flag_Query(kFlagPS03toPS14)) {
Setup_Scene_Information(-1119.61f, 508.14f, -1208.22f, 315);
Game_Flag_Reset(kFlagPS03toPS14);
} else {
Setup_Scene_Information( -785.45f, 508.14f, -1652.0f, 315);
}
Scene_Exit_Add_2D_Exit(0, 610, 0, 639, 479, 1);
Scene_Exit_Add_2D_Exit(1, 46, 51, 125, 192, 0);
Ambient_Sounds_Add_Looping_Sound(kSfxRAIN10, 100, 1, 1);
Ambient_Sounds_Add_Sound(kSfxCOLONY, 100, 300, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSPIN2B, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSPIN3A, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER2, 60, 180, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER3, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER4, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
}
void SceneScriptPS14::SceneLoaded() {
Obstacle_Object("CABLES UPPER RIGHT", true);
Unobstacle_Object("CYLINDER63", true);
Clickable_Object("CABLES UPPER RIGHT");
Unclickable_Object("CABLES UPPER RIGHT");
}
bool SceneScriptPS14::MouseClick(int x, int y) {
return false;
}
bool SceneScriptPS14::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptPS14::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptPS14::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptPS14::ClickedOnExit(int exitId) {
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -2101.0f, 508.14f, -1361.0f, 0, true, false, false)) {
Actor_Face_Heading(kActorMcCoy, 819, false);
Loop_Actor_Travel_Stairs(kActorMcCoy, 3, true, kAnimationModeIdle);
if (Global_Variable_Query(kVariableChapter) == 4
&& Game_Flag_Query(kFlagUG18GuzzaScene)
) {
if (Actor_Clue_Query(kActorMcCoy, kClueBriefcase)) {
Game_Flag_Set(kFlagMcCoyFreedOfAccusations);
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyStartChapter5);
} else {
Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyArrested);
}
} else if (Global_Variable_Query(kVariableChapter) > 3) {
Actor_Says(kActorMcCoy, 8522, 12);
Actor_Face_Heading(kActorMcCoy, 307, false);
Loop_Actor_Travel_Stairs(kActorMcCoy, 3, false, kAnimationModeIdle);
} else {
Game_Flag_Set(kFlagPS14toPS03);
Set_Enter(kSetPS03, kScenePS03);
}
}
return true;
}
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -785.45f, 508.14f, -1652.0f, 0, true, false, false)) {
Game_Flag_Set(kFlagPS14toMA07);
Game_Flag_Reset(kFlagMcCoyInPoliceStation);
Game_Flag_Set(kFlagMcCoyInMcCoyApartment);
Set_Enter(kSetMA07, kSceneMA07);
}
return true;
}
return false;
}
bool SceneScriptPS14::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptPS14::SceneFrameAdvanced(int frame) {
}
void SceneScriptPS14::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptPS14::PlayerWalkedIn() {
if (Game_Flag_Query(kFlagMA07toPS14)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -801.45f, 508.14f, -1596.68f, 0, false, false, false);
Game_Flag_Reset(kFlagMA07toPS14);
}
//return false;
}
void SceneScriptPS14::PlayerWalkedOut() {
}
void SceneScriptPS14::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner