Files
scummvm/engines/bladerunner/script/scene/ma06.cpp
T
Peter Kohaut 62b75b9990 BLADERUNNER: Added Generic Walker actors
Fixed isseue of duplicating items in world
Fixed fog issue with incorrect rendering in special occasions
Added basic debugger console
Refactored looping code for better readability
2018-02-25 22:38:52 +01:00

165 lines
4.7 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 {
// Appears that names for "open" and "close" are switched
enum kMA06Loops {
kMA06LoopDoorOpen = 0,
kMA06LoopMain = 1,
kMA06LoopDoorClose = 3
};
void SceneScriptMA06::InitializeScene() {
Setup_Scene_Information(40.0f, 1.0f, -20.0f, 400);
Ambient_Sounds_Add_Looping_Sound(210, 50, 0, 1);
Ambient_Sounds_Add_Looping_Sound(408, 33, 0, 1);
Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kMA06LoopDoorOpen, false);
Scene_Loop_Set_Default(kMA06LoopMain);
Sound_Play(209, 100, 50, 50, 100);
}
void SceneScriptMA06::SceneLoaded() {
Obstacle_Object("PANEL", true);
Clickable_Object("PANEL");
Player_Loses_Control();
}
bool SceneScriptMA06::MouseClick(int x, int y) {
return false;
}
bool SceneScriptMA06::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptMA06::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptMA06::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptMA06::ClickedOnExit(int exitId) {
return false;
}
bool SceneScriptMA06::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptMA06::SceneFrameAdvanced(int frame) {
}
void SceneScriptMA06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptMA06::PlayerWalkedIn() {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 40.0f, 1.35f, 0.0f, 0, 0, false, 0);
Actor_Face_Object(kActorMcCoy, "panel", true);
Delay(500);
activateElevator();
if (isElevatorOnDifferentFloor()) {
Sound_Play(114, 25, 0, 0, 50);
Delay(4000);
}
Game_Flag_Reset(kFlagMA01toMA06);
Game_Flag_Reset(kFlagMA02toMA06);
Game_Flag_Reset(kFlagMA07toMA06);
if (Game_Flag_Query(kFlagMA06toMA01)) {
Set_Enter(kSetMA01, kSceneMA01);
} else if (Game_Flag_Query(kFlagMA06ToMA02)) {
Set_Enter(kSetMA02_MA04, kSceneMA02);
} else {
Set_Enter(kSetMA07, kSceneMA07);
}
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA06LoopDoorClose, true);
Sound_Play(208, 100, 50, 50, 50);
//return true;
}
void SceneScriptMA06::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Player_Gains_Control();
}
void SceneScriptMA06::DialogueQueueFlushed(int a1) {
}
bool SceneScriptMA06::isElevatorOnDifferentFloor() {
return (Game_Flag_Query(kFlagMA01toMA06) && !Game_Flag_Query(kFlagMA06toMA01))
|| (Game_Flag_Query(kFlagMA02toMA06) && !Game_Flag_Query(kFlagMA06ToMA02))
|| (Game_Flag_Query(kFlagMA07toMA06) && !Game_Flag_Query(kFlagMA06toMA07));
}
void SceneScriptMA06::activateElevator() {
Game_Flag_Reset(kFlagMA06toMA01);
Game_Flag_Reset(kFlagMA06ToMA02);
Game_Flag_Reset(kFlagMA06toMA07);
while (true) {
if (Game_Flag_Query(kFlagMA06ToMA02)) {
break;
}
if (Game_Flag_Query(kFlagMA06toMA01)) {
break;
}
if (Game_Flag_Query(kFlagMA06toMA07)) {
break;
}
Actor_Says(kActorAnsweringMachine, 80, 3);
Player_Gains_Control();
int floor = Elevator_Activate(kElevatorMA);
Player_Loses_Control();
Scene_Loop_Start_Special(kSceneLoopModeOnce, kMA06LoopMain, true);
if (floor > 1) {
Game_Flag_Set(kFlagMA06toMA07);
} else if (floor == 1) {
if (Game_Flag_Query(kFlagSpinnerToMA01)) {
Game_Flag_Set(kFlagMA06toMA01);
} else {
Sound_Play(412, 100, 0, 0, 50);
Delay(500);
Actor_Says(kActorAnsweringMachine, 610, 3);
}
} else { // floor == 0
Actor_Says(kActorMcCoy, 2940, 18);
if (Global_Variable_Query(kVariableChapter) == 4 && Game_Flag_Query(655)) {
Sound_Play(412, 100, 0, 0, 50);
Delay(500);
Actor_Says(kActorAnsweringMachine, 610, 3);
Delay(500);
Actor_Says(kActorMcCoy, 8527, 3);
} else {
Game_Flag_Set(kFlagMA06ToMA02);
Actor_Says(kActorAnsweringMachine, 90, 3);
}
}
}
}
} // End of namespace BladeRunner