scummvm/engines/bladerunner/script/scene/ug19.cpp
2021-12-26 18:48:43 +01:00

140 lines
5.3 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 SceneScriptUG19::InitializeScene() {
if (Game_Flag_Query(kFlagMA07toUG19)) {
Setup_Scene_Information(67.03f, 105.0f, -74.97f, 256);
} else {
Setup_Scene_Information(181.0f, 11.52f, -18.0f, 777);
}
Scene_Exit_Add_2D_Exit(0, 351, 0, 491, 347, 0);
Scene_Exit_Add_2D_Exit(1, 548, 124, 639, 369, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxBOILPOT2, 45, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 76, 0, 1);
Ambient_Sounds_Add_Sound(kSfxBBDRIP1, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP2, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP3, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP4, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP5, 2, 20, 25, 33, -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(kSfxGRUNT1M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT1M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT2M2, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSTEAM1, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSTEAM3, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSTEAM6A, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK1, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK2, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK3, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK4, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
}
void SceneScriptUG19::SceneLoaded() {
Obstacle_Object("LADDER", true);
Unclickable_Object("LADDER");
Footstep_Sounds_Set(1, 0);
Footstep_Sounds_Set(0, 3);
}
bool SceneScriptUG19::MouseClick(int x, int y) {
return false;
}
bool SceneScriptUG19::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptUG19::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptUG19::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptUG19::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 67.03f, 7.29f, -74.97f, 0, true, false, false)) {
Actor_Face_Heading(kActorMcCoy, 256, false);
Footstep_Sound_Override_On(3);
Loop_Actor_Travel_Ladder(kActorMcCoy, 8, true, kAnimationModeIdle);
Footstep_Sound_Override_Off();
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagUG19toMA07);
Set_Enter(kSetMA07, kSceneMA07);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 181.0f, 11.52f, -18.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagUG19toUG14);
Set_Enter(kSetUG14, kSceneUG14);
}
return true;
}
return false;
}
bool SceneScriptUG19::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptUG19::SceneFrameAdvanced(int frame) {
}
void SceneScriptUG19::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptUG19::PlayerWalkedIn() {
if (Game_Flag_Query(kFlagUG14toUG19)) {
Game_Flag_Reset(kFlagUG14toUG19);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 129.0f, 11.52f, -18.0f, 0, false, false, false);
} else {
Game_Flag_Reset(kFlagMA07toUG19);
Footstep_Sound_Override_On(3);
Loop_Actor_Travel_Ladder(kActorMcCoy, 8, false, kAnimationModeIdle);
Footstep_Sound_Override_Off();
}
}
void SceneScriptUG19::PlayerWalkedOut() {
}
void SceneScriptUG19::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner