mirror of
https://github.com/scummvm/scummvm.git
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232 lines
7.0 KiB
C++
232 lines
7.0 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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 SceneScriptBB01::InitializeScene() {
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if (Game_Flag_Query(265)) {
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Setup_Scene_Information(-253.0f, 9.0f, 715.0f, 266);
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} else if (Game_Flag_Query(263)) {
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Setup_Scene_Information(-128.0f, 9.0f, 342.0f, 266);
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} else {
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Setup_Scene_Information(43.0f, 0.0f, 1058.0f, 0);
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}
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Scene_Exit_Add_2D_Exit(0, 0, 0, 72, 299, 3);
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Scene_Exit_Add_2D_Exit(1, 151, 218, 322, 290, 3);
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if (Game_Flag_Query(kFlagSpinnerToBB01)) {
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Scene_Exit_Add_2D_Exit(2, 0, 311, 312, 479, 2);
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}
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Ambient_Sounds_Add_Looping_Sound(54, 50, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(105, 25, -100, 0);
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Ambient_Sounds_Add_Sound(82, 5, 60, 40, 60, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(83, 5, 60, 40, 65, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(84, 5, 60, 40, 60, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(67, 5, 80, 20, 25, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(66, 5, 80, 20, 25, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(378, 5, 120, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(379, 5, 120, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(380, 5, 120, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Speech_Sound(60, 0, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(60, 20, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(60, 40, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(60, 50, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
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if (Game_Flag_Query(kFlagSpinnerToBB01) && !Game_Flag_Query(265) && !Game_Flag_Query(263)) {
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Scene_Loop_Start_Special(0, 0, 0);
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Scene_Loop_Set_Default(1);
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} else if (Game_Flag_Query(kFlagSpinnerToBB01) && Game_Flag_Query(265)) {
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Scene_Loop_Set_Default(1);
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} else if (Game_Flag_Query(kFlagSpinnerToBB01) && Game_Flag_Query(263)) {
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Scene_Loop_Set_Default(1);
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} else {
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Scene_Loop_Set_Default(5);
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}
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}
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void SceneScriptBB01::SceneLoaded() {
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Obstacle_Object("COLUME", true);
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}
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bool SceneScriptBB01::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptBB01::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptBB01::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptBB01::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptBB01::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -140.0f, 9.0f, 818.0f, 0, 1, false, 0);
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -233.0f, 9.0f, 846.0f, 0, 1, false, 0)) {
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Game_Flag_Set(264);
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Game_Flag_Reset(258);
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Game_Flag_Set(177);
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Set_Enter(7, kSceneDR02);
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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, -125.39f, 9.0f, 372.45f, 0, 1, false, 0)) {
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Game_Flag_Set(262);
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Set_Enter(1, kSceneBB02);
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}
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return true;
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}
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if (exitId == 2) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 43.0f, 0.0f, 1062.0f, 0, 1, false, 0)) {
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Game_Flag_Reset(176);
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Game_Flag_Reset(182);
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Game_Flag_Reset(179);
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Game_Flag_Reset(178);
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Game_Flag_Reset(258);
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int spinnerDest = Spinner_Interface_Choose_Dest(3, 0);
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switch (spinnerDest) {
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case 0:
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Game_Flag_Set(178);
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Game_Flag_Reset(kFlagSpinnerToBB01);
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Game_Flag_Set(kFlagSpinnerToPS01);
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Set_Enter(61, kScenePS01);
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Scene_Loop_Start_Special(1, 4, 1);
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break;
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case 1:
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Game_Flag_Set(179);
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Game_Flag_Reset(kFlagSpinnerToBB01);
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Game_Flag_Set(kFlagSpinnerToMA01);
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Set_Enter(49, kSceneMA01);
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Scene_Loop_Start_Special(1, 4, 1);
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break;
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case 2:
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Game_Flag_Set(182);
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Game_Flag_Reset(kFlagSpinnerToBB01);
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Game_Flag_Set(kFlagSpinnerToRC01);
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Set_Enter(69, kSceneRC01);
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Scene_Loop_Start_Special(1, 4, 1);
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break;
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case 3:
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Game_Flag_Set(176);
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Game_Flag_Reset(kFlagSpinnerToBB01);
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Game_Flag_Set(kFlagSpinnerToCT01);
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Set_Enter(4, kSceneCT01);
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Scene_Loop_Start_Special(1, 4, 1);
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break;
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case 5:
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Game_Flag_Set(261);
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Game_Flag_Reset(kFlagSpinnerToBB01);
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Game_Flag_Set(kFlagSpinnerToTB02);
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Set_Enter(17, kSceneTB02);
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Scene_Loop_Start_Special(1, 4, 1);
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break;
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case 4:
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Game_Flag_Set(180);
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Game_Flag_Reset(kFlagSpinnerToBB01);
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Game_Flag_Set(kFlagSpinnerToAR01);
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Set_Enter(0, kSceneAR01);
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Scene_Loop_Start_Special(1, 4, 1);
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break;
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case 6:
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Game_Flag_Set(177);
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Game_Flag_Reset(kFlagSpinnerToBB01);
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Game_Flag_Set(kFlagSpinnerToDR01);
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Set_Enter(7, kSceneDR01);
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Scene_Loop_Start_Special(1, 4, 1);
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break;
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case 8:
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Game_Flag_Set(181);
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Game_Flag_Reset(kFlagSpinnerToBB01);
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Game_Flag_Set(kFlagSpinnerToNR01);
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Set_Enter(54, kSceneNR01);
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Scene_Loop_Start_Special(1, 4, 1);
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break;
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case 9:
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Game_Flag_Set(257);
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Game_Flag_Reset(kFlagSpinnerToBB01);
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Game_Flag_Set(kFlagSpinnerToHF01);
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Set_Enter(37, kSceneHF01);
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Scene_Loop_Start_Special(1, 4, 1);
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break;
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default:
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Game_Flag_Set(258);
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Scene_Loop_Start_Special(2, 3, 1);
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break;
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}
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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 SceneScriptBB01::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptBB01::SceneFrameAdvanced(int frame) {
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if (frame == 193) {
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Sound_Play(118, 40, 0, 0, 50);
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}
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if (frame == 241 || frame == 363) {
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Sound_Play(116, 100, -50, -50, 50);
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}
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if (frame == 286 || frame == 407) {
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Sound_Play(119, 100, -50, -50, 50);
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}
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if (frame == 433) {
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Sound_Play(117, 40, -50, 80, 50);
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}
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if (frame == 120) {
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Sound_Play(286, Random_Query(33, 33), 100, -100, 50);
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}
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}
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void SceneScriptBB01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptBB01::PlayerWalkedIn() {
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Spinner_Set_Selectable_Destination_Flag(7, 1);
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if (Game_Flag_Query(265)) {
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Game_Flag_Reset(265);
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} else if (Game_Flag_Query(263)) {
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Game_Flag_Reset(263);
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} else {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 43.0f, 0.0f, 954.0f, 0, 0, false, 0);
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}
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}
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void SceneScriptBB01::PlayerWalkedOut() {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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}
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void SceneScriptBB01::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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