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