Files
scummvm/engines/bladerunner/script/scene/hf07.cpp
T
Peter Kohaut 19d9e4cec8 BLADERUNNER: Added combat
Math cleanup
Fixed obstacle detection
2018-03-17 16:42:25 +01:00

155 lines
4.6 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 SceneScriptHF07::InitializeScene() {
if (Game_Flag_Query(361) ) {
Setup_Scene_Information(-84.0f, 58.43f, -105.0f, 524);
} else {
Setup_Scene_Information(298.0f, 58.43f, -71.0f, 700);
}
Scene_Exit_Add_2D_Exit(0, 289, 136, 344, 305, 0);
Scene_Exit_Add_2D_Exit(1, 69, 264, 132, 303, 2);
Ambient_Sounds_Add_Looping_Sound(108, 100, 0, 1);
Ambient_Sounds_Add_Looping_Sound(112, 32, 0, 1);
Ambient_Sounds_Add_Sound(303, 5, 40, 20, 33, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(304, 5, 40, 20, 33, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(305, 5, 40, 20, 33, -100, 100, -101, -101, 0, 0);
if (Game_Flag_Query(368) ) {
Scene_Loop_Set_Default(2);
} else {
Scene_Loop_Set_Default(0);
}
}
void SceneScriptHF07::SceneLoaded() {
Obstacle_Object("BRIMS02", true);
Unobstacle_Object("BOX50", true);
Unobstacle_Object("BOX60", true);
}
bool SceneScriptHF07::MouseClick(int x, int y) {
return false;
}
bool SceneScriptHF07::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptHF07::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptHF07::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptHF07::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (Actor_Query_In_Set(3, 43)) {
Async_Actor_Walk_To_XYZ(3, 235.0f, 58.43f, -100.0f, 0, false);
} else if (Actor_Query_In_Set(6, 43)) {
Async_Actor_Walk_To_XYZ(6, 235.0f, 58.43f, -100.0f, 0, false);
}
if (!Loop_Actor_Walk_To_XYZ(0, 318.0f, 71.43f, -102.0f, 0, 1, false, 0)) {
Game_Flag_Set(358);
if (!Game_Flag_Query(662)) {
Actor_Face_Heading(0, 0, false);
Footstep_Sound_Override_On(3);
Loop_Actor_Travel_Stairs(0, 30, 1, 0);
Footstep_Sound_Override_Off();
}
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Set_Enter(41, kSceneHF05);
}
return true;
}
if (exitId == 1) {
if (Actor_Query_In_Set(3, 43)) {
Async_Actor_Walk_To_XYZ(3, -73.0f, 58.43f, -7.0f, 0, false);
} else if (Actor_Query_In_Set(6, 43)) {
Async_Actor_Walk_To_XYZ(6, -73.0f, 58.43f, -7.0f, 0, false);
}
if (!Loop_Actor_Walk_To_XYZ(0, -84.0f, 58.43f, -105.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(360);
Set_Enter(78, kSceneUG05);
}
return true;
}
return false;
}
bool SceneScriptHF07::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptHF07::SceneFrameAdvanced(int frame) {
}
void SceneScriptHF07::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptHF07::PlayerWalkedIn() {
if (Game_Flag_Query(662)) {
int actorId = sub_401864();
if (Game_Flag_Query(662) && actorId != -1) {
Actor_Put_In_Set(actorId, 43);
if (Game_Flag_Query(361)) {
Actor_Set_At_XYZ(actorId, -73.0f, 58.43f, -7.0f, 224);
} else {
Actor_Set_At_XYZ(actorId, 235.0f, 58.43f, -100.0f, 512);
}
}
} else if (Game_Flag_Query(359)) {
Actor_Set_At_XYZ(0, 267.72f, 329.43f, -86.75f, 940);
Footstep_Sound_Override_On(3);
Loop_Actor_Travel_Stairs(0, 30, 0, 0);
Footstep_Sound_Override_Off();
}
Game_Flag_Reset(359);
Game_Flag_Reset(361);
}
void SceneScriptHF07::PlayerWalkedOut() {
}
void SceneScriptHF07::DialogueQueueFlushed(int a1) {
}
int SceneScriptHF07::sub_401864() {
if (Global_Variable_Query(kVariableAffectionTowards) == 2 && Actor_Query_Goal_Number(3) != 599) {
return kActorDektora;
}
if (Global_Variable_Query(kVariableAffectionTowards) == 3 && Actor_Query_Goal_Number(6) != 599) {
return kActorLucy;
}
return -1;
}
} // End of namespace BladeRunner