Files
scummvm/engines/bladerunner/script/scene/hf02.cpp
T
Peter Kohaut 0b484d51b8 BLADERUNNER: VK interface
Code unification
Removed few memory leaks
2018-02-10 21:01:15 +01:00

145 lines
4.8 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 SceneScriptHF02::InitializeScene() {
if (Game_Flag_Query(567)) {
Setup_Scene_Information(874.0f, 47.76f, -252.0f, 775);
Game_Flag_Reset(567);
} else if (Game_Flag_Query(528)) {
Setup_Scene_Information(470.0f, 47.76f, -500.0f, 560);
} else {
Setup_Scene_Information(-18.0f, 47.76f, -288.0f, 275);
}
Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3);
Scene_Exit_Add_2D_Exit(1, 207, 66, 272, 207, 3);
Ambient_Sounds_Add_Looping_Sound(340, 28, -100, 1);
Ambient_Sounds_Add_Looping_Sound(341, 33, 0, 1);
Ambient_Sounds_Add_Sound(181, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(182, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(183, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(184, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(185, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(186, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(188, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(189, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(190, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(191, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(192, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(193, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(194, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(195, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
}
void SceneScriptHF02::SceneLoaded() {
Obstacle_Object("BARD_NEON", true);
Unclickable_Object("BARD_NEON");
if (Actor_Query_Goal_Number(kActorSteele) == 234) {
if (Game_Flag_Query(593)) {
Actor_Set_Goal_Number(kActorSteele, 243);
} else {
Actor_Set_Goal_Number(kActorSteele, 240);
}
}
}
bool SceneScriptHF02::MouseClick(int x, int y) {
return false;
}
bool SceneScriptHF02::ClickedOn3DObject(const char *objectName, bool a2) {
Sound_Play(342, 47, -80, 0, 50);
return false;
}
bool SceneScriptHF02::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptHF02::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptHF02::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 42.0f, 47.76f, -296.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(309);
Set_Enter(37, kSceneHF01);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 470.0f, 47.76f, -444.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(527);
Set_Enter(39, kSceneHF03);
}
return true;
}
return false;
}
bool SceneScriptHF02::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptHF02::SceneFrameAdvanced(int frame) {
}
void SceneScriptHF02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptHF02::PlayerWalkedIn() {
if (Actor_Query_Goal_Number(kActorSteele) == 240) {
Actor_Set_Goal_Number(kActorSteele, 241);
}
if (Game_Flag_Query(528)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 470.0f, 47.76f, -444.0f, 0, 0, false, 0);
Game_Flag_Reset(528);
} else if (Game_Flag_Query(308)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 42.0f, 47.76f, -296.0f, 0, 0, false, 0);
Game_Flag_Reset(308);
}
if (Actor_Query_Goal_Number(kActorSteele) == 243) {
if (Actor_Query_Goal_Number(kActorLucy) == 599) {
Actor_Set_Goal_Number(kActorSteele, 244);
} else {
Actor_Set_Goal_Number(kActorSteele, 245);
}
}
}
void SceneScriptHF02::PlayerWalkedOut() {
}
void SceneScriptHF02::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner