Files
scummvm/engines/bladerunner/script/scene/kp02.cpp
T
Peter Kohaut 0b484d51b8 BLADERUNNER: VK interface
Code unification
Removed few memory leaks
2018-02-10 21:01:15 +01:00

148 lines
5.0 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 SceneScriptKP02::InitializeScene() {
if (Game_Flag_Query(414)) {
Setup_Scene_Information(-884.0f, -615.49f, 3065.0f, 20);
} else {
Setup_Scene_Information(-1040.0f, -615.49f, 2903.0f, 339);
Game_Flag_Reset(412);
}
Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3);
Ambient_Sounds_Add_Looping_Sound(464, 34, 1, 1);
Ambient_Sounds_Add_Looping_Sound(383, 27, 1, 1);
Ambient_Sounds_Add_Looping_Sound(384, 90, 1, 1);
Ambient_Sounds_Add_Sound(440, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(441, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(442, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(375, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(376, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(377, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(443, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(444, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(445, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
}
void SceneScriptKP02::SceneLoaded() {
Obstacle_Object("VAN GRATE", true);
Clickable_Object("VAN GRATE");
Unobstacle_Object("VAN GRATE", true);
Unobstacle_Object("BOX05", true);
Unobstacle_Object("BOX08", true);
Unobstacle_Object("BOX09", true);
Unobstacle_Object("BOX01", true);
Unclickable_Object("VAN GRATE");
}
bool SceneScriptKP02::MouseClick(int x, int y) {
return false;
}
bool SceneScriptKP02::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptKP02::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptKP02::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptKP02::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1040.0f, -615.49f, 2903.0f, 0, 1, false, 0)) {
if (Actor_Query_Goal_Number(kActorFreeSlotB) == 406 || Actor_Query_Goal_Number(kActorFreeSlotA) == 406) {
Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotB);
Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotA);
Actor_Set_Goal_Number(kActorFreeSlotB, 400);
Actor_Set_Goal_Number(kActorFreeSlotA, 400);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(411);
Set_Enter(84, kSceneUG12);
} else {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(411);
Set_Enter(84, kSceneUG12);
}
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -884.0f, -615.49f, 3065.0f, 0, 1, false, 0)) {
if (Actor_Query_Goal_Number(kActorFreeSlotB) == 406 || Actor_Query_Goal_Number(kActorFreeSlotA) == 406) {
Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotB);
Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotA);
Actor_Set_Goal_Number(kActorFreeSlotB, 400);
Actor_Set_Goal_Number(kActorFreeSlotA, 400);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(413);
Set_Enter(44, kSceneKP01);
} else {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(413);
Set_Enter(44, kSceneKP01);
}
}
return true;
}
return false;
}
bool SceneScriptKP02::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptKP02::SceneFrameAdvanced(int frame) {
}
void SceneScriptKP02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptKP02::PlayerWalkedIn() {
if (Game_Flag_Query(414)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -884.0f, -615.49f, 3035.0f, 0, 0, false, 0);
Game_Flag_Reset(414);
}
if (Game_Flag_Query(653) && Actor_Query_Goal_Number(kActorSteele) != 599) {
Actor_Set_Goal_Number(kActorSteele, 450);
}
//return false;
}
void SceneScriptKP02::PlayerWalkedOut() {
}
void SceneScriptKP02::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner