scummvm/engines/bladerunner/script/scene/ug06.cpp
2021-12-26 18:48:43 +01:00

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