mirror of
https://github.com/scummvm/scummvm.git
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167 lines
5.9 KiB
C++
167 lines
5.9 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 SceneScriptUG06::InitializeScene() {
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if (Game_Flag_Query(kFlagChapter4Intro)) {
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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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Outtake_Play(kOuttakeMovieC1, false, -1);
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if (Game_Flag_Query(kFlagLutherLanceIsReplicant)) {
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Outtake_Play(kOuttakeMovieC3, false, -1);
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} else {
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Outtake_Play(kOuttakeMovieC2, false, -1);
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}
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Game_Flag_Reset(kFlagChapter4Intro);
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}
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if (Game_Flag_Query(kFlagUG04toUG06)) {
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Setup_Scene_Information( 23.0f, 0.0f, 321.0f, 0);
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} else if (Game_Flag_Query(kFlagNR01toUG06)) {
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Setup_Scene_Information( 66.0f, 153.0f, -301.4f, 512);
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} else {
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Setup_Scene_Information(-165.0f, 1.0f, 89.0f, 990);
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}
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Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3);
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Scene_Exit_Add_2D_Exit(1, 294, 68, 544, 236, 0);
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Ambient_Sounds_Add_Looping_Sound(kSfxFIREBD1, 18, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 40, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxUGBED2, 40, 0, 1);
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Ambient_Sounds_Add_Sound(kSfxPIPER1, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSQUEAK1, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxYELL1M2, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxYELL1M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxGRUNT1M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxGRUNT2M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSQUEAK3, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSQUEAK5, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBANG2, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBANG4, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBANG5, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBANG6, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
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}
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void SceneScriptUG06::SceneLoaded() {
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Obstacle_Object("BOX06", true);
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Unobstacle_Object("BOX06", true);
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Unobstacle_Object("BOX07", true);
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Unobstacle_Object("BOX16", true);
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Unobstacle_Object("BOX05", true);
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}
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bool SceneScriptUG06::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptUG06::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptUG06::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptUG06::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptUG06::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 23.0f, 0.0f, 321.0f, 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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Game_Flag_Set(kFlagUG06toUG04);
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Set_Enter(kSetUG04, kSceneUG04);
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}
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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, 66.0f, 0.0f, -90.0f, 0, true, false, false)) {
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Actor_Face_Heading(kActorMcCoy, 0, false);
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Loop_Actor_Travel_Stairs(kActorMcCoy, 17, true, kAnimationModeIdle);
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 66.0f, 153.0f, -446.0f, 0, false, 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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Game_Flag_Set(kFlagUG06toNR01);
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Set_Enter(kSetNR01, kSceneNR01);
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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 SceneScriptUG06::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptUG06::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptUG06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptUG06::PlayerWalkedIn() {
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if (Game_Flag_Query(kFlagUG04toUG06)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 23.0f, 0.0f, 273.0f, 0, false, false, false);
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Game_Flag_Reset(kFlagUG04toUG06);
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}
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if (Game_Flag_Query(kFlagNR01toUG06)) {
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Loop_Actor_Travel_Stairs(kActorMcCoy, 17, false, kAnimationModeIdle);
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 66.0f, 0.0f, -36.91f, 0, false, false, false);
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Game_Flag_Reset(kFlagNR01toUG06);
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}
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if ( Global_Variable_Query(kVariableChapter) == 4
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&& !Game_Flag_Query(kFlagUG06Chapter4Started)
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) {
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Player_Loses_Control();
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Actor_Voice_Over(2620, kActorVoiceOver);
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Actor_Voice_Over(2630, kActorVoiceOver);
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Actor_Voice_Over(2640, kActorVoiceOver);
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Actor_Voice_Over(2650, kActorVoiceOver);
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Actor_Voice_Over(2660, kActorVoiceOver);
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Actor_Voice_Over(2670, kActorVoiceOver);
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Actor_Voice_Over(2680, kActorVoiceOver);
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Actor_Voice_Over(2690, kActorVoiceOver);
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Actor_Voice_Over(2700, kActorVoiceOver);
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Player_Gains_Control();
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Game_Flag_Set(kFlagUG06Chapter4Started);
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Autosave_Game(2);
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}
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//return false;
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}
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void SceneScriptUG06::PlayerWalkedOut() {
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}
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void SceneScriptUG06::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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