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