Files
scummvm/engines/bladerunner/script/scene/ct05.cpp
T
Peter Kohaut c85201caf5 BLADERUNNER: Added Howie Lee actor
added some constants
added loop debugger command
2018-03-07 19:21:04 +01:00

242 lines
7.4 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "bladerunner/script/scene_script.h"
namespace BladeRunner {
void SceneScriptCT05::InitializeScene() {
if (Game_Flag_Query(90)) {
Game_Flag_Reset(90);
Setup_Scene_Information(-128.42f, -109.91f, 112.83f, 516);
} else if (Game_Flag_Query(78)) {
Setup_Scene_Information(192.35f, 43.09f, 128.97f, 768);
} else {
Setup_Scene_Information(-375.0f, -109.91f, 750.0f, 600);
}
if (Game_Flag_Query(kFlagWarehouseOpen)) {
Scene_Exit_Add_2D_Exit(0, 228, 205, 293, 300, 0);
}
Scene_Exit_Add_2D_Exit(1, 320, 458, 639, 479, 2);
Scene_Exit_Add_2D_Exit(2, 380, 110, 542, 300, 0);
Ambient_Sounds_Add_Looping_Sound(106, 15, -100, 1);
Ambient_Sounds_Add_Looping_Sound(107, 15, 100, 1);
Ambient_Sounds_Add_Looping_Sound(56, 13, -100, 1);
Ambient_Sounds_Add_Sound(90, 5, 20, 8, 10, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(91, 5, 20, 8, 10, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(205, 5, 30, 18, 30, -100, 100, -101, -101, 0, 0);
if (Game_Flag_Query(kFlagWarehouseOpen)) {
Scene_Loop_Set_Default(2);
} else {
Scene_Loop_Set_Default(0);
}
if (Actor_Query_Goal_Number(kActorGaff) == 1) {
Overlay_Play("ct05over", 0, 1, 0, 0);
}
}
void SceneScriptCT05::SceneLoaded() {
Obstacle_Object("STAIR 1", true);
Obstacle_Object("STAIR 2", true);
Obstacle_Object("GRGDOOR", true);
Obstacle_Object("GRGDOOR2", true);
Obstacle_Object("TURBINE", true);
Obstacle_Object("BARREL", true);
Obstacle_Object("GRNDPIPE", true);
Clickable_Object("TURBINE");
Clickable_Object("LFTDOOR");
Clickable_Object("BARREL");
Clickable_Object("GRNDPIPE");
Unclickable_Object("GDFRAME");
Unclickable_Object("GDFRAME2");
Unclickable_Object("WINFRAME1");
Unclickable_Object("WINFRAME2");
Unclickable_Object("STAIR 1");
Unclickable_Object("STAIR 2");
Unclickable_Object("LFTDOOR");
Unclickable_Object("LFTDOORFRM");
}
bool SceneScriptCT05::MouseClick(int x, int y) {
return false;
}
bool SceneScriptCT05::ClickedOn3DObject(const char *objectName, bool a2) {
if (Object_Query_Click("STAIR1", objectName)) {
Actor_Face_Object(kActorMcCoy, objectName, true);
return true;
}
if (Object_Query_Click("STAIR2", objectName)) {
Actor_Face_Object(kActorMcCoy, objectName, true);
return true;
}
if (Object_Query_Click("GRGDOOR", objectName)) {
Loop_Actor_Walk_To_Scene_Object(kActorMcCoy, "GRGDOOR", 24, true, false);
Actor_Face_Object(kActorMcCoy, objectName, true);
Actor_Says(kActorMcCoy, 8522, 12);
return true;
}
if (Object_Query_Click("GRGDOOR2", objectName)) {
Loop_Actor_Walk_To_Scene_Object(kActorMcCoy, "GRGDOOR2", 24, true, false);
Actor_Face_Object(kActorMcCoy, objectName, true);
Actor_Says(kActorMcCoy, 8522, 12);
return true;
}
if (Object_Query_Click("TURBINE", objectName)) {
Loop_Actor_Walk_To_Scene_Object(kActorMcCoy, "TURBINE", 36, true, false);
Actor_Face_Object(kActorMcCoy, objectName, true);
Actor_Says(kActorMcCoy, 8528, 12);
return true;
}
if (Object_Query_Click("LFTDOOR", objectName)) {
Actor_Face_Object(kActorMcCoy, objectName, true);
Actor_Says(kActorMcCoy, 8522, 12);
return true;
}
if (Object_Query_Click("BARREL", objectName)) {
Loop_Actor_Walk_To_Scene_Object(kActorMcCoy, "BARREL", 36, true, false);
Actor_Face_Object(kActorMcCoy, objectName, true);
Actor_Says(kActorMcCoy, 8529, 12);
return true;
}
if (Object_Query_Click("GRNDPIPE", objectName)) {
Loop_Actor_Walk_To_Scene_Object(kActorMcCoy, "GRNDPIPE", 24, true, false);
Actor_Face_Object(kActorMcCoy, objectName, true);
Actor_Says(kActorMcCoy, 8528, 12);
return true;
}
return false;
}
bool SceneScriptCT05::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptCT05::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptCT05::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -128.42f, -109.91f, 112.83f, 0, 1, false, 0)) {
Game_Flag_Set(kFlagCT05toCT12);
if (Actor_Query_Goal_Number(kActorGaff) == 1) {
Overlay_Remove("ct05over");
}
Set_Enter(4, kSceneCT12);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -308.18f, -109.91f, 674.77f, 0, 1, false, 0)) {
Game_Flag_Set(75);
if (Actor_Query_Goal_Number(kActorGaff) == 1) {
Overlay_Remove("ct05over");
Actor_Set_Goal_Number(kActorGaff, 5);
Game_Flag_Set(409);
}
Set_Enter(5, kSceneCT04);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 71.99f, -109.91f, 288.79f, 0, 1, false, 0)) {
Footstep_Sound_Override_On(2);
Actor_Face_Object(kActorMcCoy, "STAIR 2", true);
Loop_Actor_Travel_Stairs(kActorMcCoy, 9, 1, 0);
Actor_Set_At_XYZ(kActorMcCoy, 99.73f, -19.91f, 134.97f, 256);
Loop_Actor_Travel_Stairs(kActorMcCoy, 5, 1, 0);
Footstep_Sound_Override_Off();
Game_Flag_Set(77);
if (Actor_Query_Goal_Number(kActorGaff) == 1) {
Overlay_Remove("ct05over");
}
Set_Enter(29, kSceneCT06);
}
return true;
}
return false;
}
bool SceneScriptCT05::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptCT05::SceneFrameAdvanced(int frame) {
if (frame == 7 || frame == 15 || frame == 29) {
switch (Random_Query(0, 4)) {
case 4:
Sound_Play(40, Random_Query(25, 50), -70, -70, 50);
break;
case 3:
Sound_Play(44, Random_Query(25, 50), -70, -70, 50);
break;
case 2:
Sound_Play(43, Random_Query(25, 50), -70, -70, 50);
break;
case 1:
Sound_Play(42, Random_Query(25, 50), -70, -70, 50);
break;
case 0:
Sound_Play(41, Random_Query(25, 50), -70, -70, 50);
break;
}
}
}
void SceneScriptCT05::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptCT05::PlayerWalkedIn() {
if (Game_Flag_Query(74)) {
Player_Loses_Control();
Game_Flag_Reset(74);
if (Player_Query_Combat_Mode()) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -308.18f, -109.91f, 674.77f, 0, 0, true, 0);
} else {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -308.18f, -109.91f, 674.77f, 0, 0, false, 0);
}
Player_Gains_Control();
}
if (Game_Flag_Query(78)) {
Footstep_Sound_Override_On(2);
Loop_Actor_Travel_Stairs(kActorMcCoy, 7, 0, 0);
Actor_Set_At_XYZ(kActorMcCoy, 90.73f, -19.91f, 164.97f, 520);
Loop_Actor_Travel_Stairs(kActorMcCoy, 10, 0, 0);
Game_Flag_Reset(78);
Footstep_Sound_Override_Off();
if (Actor_Query_Goal_Number(kActorGordo) == 2 && Game_Flag_Query(145)) {
Actor_Set_Goal_Number(kActorGordo, 3);
}
}
}
void SceneScriptCT05::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
}
void SceneScriptCT05::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner