mirror of
https://github.com/scummvm/scummvm.git
synced 2026-06-20 05:45:29 +00:00
216 lines
7.6 KiB
C++
216 lines
7.6 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 SceneScriptNR02::InitializeScene() {
|
|
sub_402134();
|
|
Setup_Scene_Information(-283.0f, -24.0f, 326.0f, 200);
|
|
Game_Flag_Reset(532);
|
|
Scene_Exit_Add_2D_Exit(0, 0, 105, 75, 291, 3);
|
|
Ambient_Sounds_Add_Looping_Sound(280, 50, 38, 0);
|
|
Ambient_Sounds_Add_Sound(252, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(254, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(255, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(256, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(257, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(258, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(259, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(260, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(261, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0);
|
|
Ambient_Sounds_Add_Sound(262, 3, 60, 25, 25, -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(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(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(195, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
|
|
}
|
|
|
|
void SceneScriptNR02::SceneLoaded() {
|
|
Obstacle_Object("VID PHONE 01", true);
|
|
Unobstacle_Object("VICTORIAN CHAIR", true);
|
|
Unobstacle_Object("WALL CANDLES", true);
|
|
Unobstacle_Object("STAIRS", true);
|
|
Unobstacle_Object("BOX30", true);
|
|
Unobstacle_Object("VID CAM COVER", true);
|
|
Unobstacle_Object("VID CAM COVER01", true);
|
|
Unobstacle_Object("VID OUTER GLASS", true);
|
|
Unobstacle_Object("VID OUTER GLASS01", true);
|
|
Unobstacle_Object("VID MAIN MONITOR", true);
|
|
Unobstacle_Object("VID MAIN MONITOR01", true);
|
|
Clickable_Object("VID PHONE 01");
|
|
Clickable_Object("VID PHONE 02");
|
|
}
|
|
|
|
bool SceneScriptNR02::MouseClick(int x, int y) {
|
|
return false;
|
|
}
|
|
|
|
bool SceneScriptNR02::ClickedOn3DObject(const char *objectName, bool a2) {
|
|
if (Object_Query_Click("VID PHONE 01", objectName) || Object_Query_Click("VID PHONE 02", objectName)) {
|
|
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -191.9f, -24.0f, 62.15f, 0, 1, false, 0)) {
|
|
Actor_Face_Heading(kActorMcCoy, 13, false);
|
|
if (Actor_Clue_Query(kActorMcCoy, kClueFolder) && Actor_Clue_Query(kActorMcCoy, kClueGuzzaFramedMcCoy) && !Game_Flag_Query(670)) {
|
|
Actor_Set_Goal_Number(kActorMcCoy, 350);
|
|
Game_Flag_Set(670);
|
|
} else {
|
|
Sound_Play(123, 50, 0, 0, 50);
|
|
Delay(1000);
|
|
Sound_Play(403, 30, 0, 0, 50);
|
|
Delay(1500);
|
|
Sound_Play(403, 30, 0, 0, 50);
|
|
Delay(1500);
|
|
Sound_Play(403, 30, 0, 0, 50);
|
|
Delay(1500);
|
|
Sound_Play(123, 50, 0, 0, 50);
|
|
Delay(1000);
|
|
Actor_Says(kActorMcCoy, 170, 14);
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool SceneScriptNR02::ClickedOnActor(int actorId) {
|
|
if (actorId == 2 && Actor_Query_Goal_Number(kActorGordo) == 201 && !Loop_Actor_Walk_To_XYZ(kActorMcCoy, 67.37f, -24.0f, 389.32f, 0, 1, false, 0)) {
|
|
Actor_Set_Goal_Number(kActorGordo, 215);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool SceneScriptNR02::ClickedOnItem(int itemId, bool a2) {
|
|
if ((itemId == 89 || itemId == 90) && !Loop_Actor_Walk_To_XYZ(kActorMcCoy, 109.38f, -24.0f, 420.5f, 0, 1, false, 0)) {
|
|
Actor_Face_Heading(kActorMcCoy, 423, false);
|
|
if (itemId == 89) {
|
|
Item_Remove_From_World(89);
|
|
Item_Pickup_Spin_Effect(953, 214, 380);
|
|
Actor_Clue_Acquire(kActorMcCoy, kClueGordosLighter1, 1, -1);
|
|
}
|
|
if (itemId == 90) {
|
|
Item_Remove_From_World(90);
|
|
Item_Pickup_Spin_Effect(954, 214, 380);
|
|
Actor_Clue_Acquire(kActorMcCoy, kClueGordosLighter2, 1, -1);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool SceneScriptNR02::ClickedOnExit(int exitId) {
|
|
if (exitId == 0) {
|
|
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -283.0f, -24.0f, 326.0f, 0, 1, false, 0)) {
|
|
if (Actor_Query_Goal_Number(kActorGordo) < 230 || Actor_Query_Goal_Number(kActorGordo) > 250) {
|
|
Music_Stop(2);
|
|
}
|
|
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
|
|
Ambient_Sounds_Remove_All_Looping_Sounds(1);
|
|
Game_Flag_Set(533);
|
|
Set_Enter(54, kSceneNR01);
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool SceneScriptNR02::ClickedOn2DRegion(int region) {
|
|
return false;
|
|
}
|
|
|
|
void SceneScriptNR02::SceneFrameAdvanced(int frame) {
|
|
if (!Music_Is_Playing() && (Actor_Query_Goal_Number(kActorGordo) < 210 || Actor_Query_Goal_Number(kActorGordo) > 222)) {
|
|
sub_402134();
|
|
}
|
|
//return false;
|
|
}
|
|
|
|
void SceneScriptNR02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
|
|
}
|
|
|
|
void SceneScriptNR02::PlayerWalkedIn() {
|
|
if (Actor_Query_Goal_Number(kActorGordo) == 211) {
|
|
Actor_Set_Goal_Number(kActorGordo, 220);
|
|
}
|
|
if (Actor_Query_Goal_Number(kActorGordo) == 204) {
|
|
Actor_Set_Goal_Number(kActorGordo, 205);
|
|
}
|
|
if (Actor_Query_Goal_Number(kActorGordo) == 206) {
|
|
Actor_Set_Goal_Number(kActorGordo, 205);
|
|
}
|
|
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -203.0f, -24.0f, 334.0f, 0, 0, false, 0);
|
|
//return false;
|
|
}
|
|
|
|
void SceneScriptNR02::PlayerWalkedOut() {
|
|
Music_Stop(2);
|
|
if (Actor_Query_Goal_Number(kActorGordo) < 210 && Actor_Query_Goal_Number(kActorGordo) >= 205) {
|
|
Actor_Set_Goal_Number(kActorGordo, 204);
|
|
}
|
|
}
|
|
|
|
void SceneScriptNR02::DialogueQueueFlushed(int a1) {
|
|
if (Player_Query_Current_Scene() == 55 && Actor_Query_Goal_Number(kActorGordo) == 206) {
|
|
Sound_Play(575, 50, 0, 0, 50);
|
|
Sound_Play(321, 50, 0, 0, 50);
|
|
}
|
|
if (Player_Query_Current_Scene() == 55 && Actor_Query_Goal_Number(kActorGordo) == 207) {
|
|
Sound_Play(576, 50, 0, 0, 50);
|
|
Sound_Play(323, 50, 0, 0, 50);
|
|
}
|
|
if (Player_Query_Current_Scene() == 55 && Actor_Query_Goal_Number(kActorGordo) == 208) {
|
|
Sound_Play(579, 50, 0, 0, 50);
|
|
Sound_Play(324, 50, 0, 0, 50);
|
|
}
|
|
if (Player_Query_Current_Scene() == 55 && Actor_Query_Goal_Number(kActorGordo) > 205 && Actor_Query_Goal_Number(kActorGordo) < 210) {
|
|
Actor_Set_Goal_Number(kActorGordo, 205);
|
|
//return true;
|
|
return;
|
|
} else if (Actor_Query_Goal_Number(kActorGordo) > 205 && Actor_Query_Goal_Number(kActorGordo) < 210) {
|
|
Actor_Set_Goal_Number(kActorGordo, 204);
|
|
//return true;
|
|
return;
|
|
}
|
|
//return false;
|
|
}
|
|
|
|
void SceneScriptNR02::sub_402134() {
|
|
int v0 = Global_Variable_Query(50);
|
|
if (v0 == 0) {
|
|
Music_Play(8, 41, 0, 2, -1, 0, 0);
|
|
} else if (v0 == 1) {
|
|
Music_Play(9, 41, 0, 2, -1, 0, 0);
|
|
} else if (v0 == 2) {
|
|
Music_Play(10, 41, 0, 2, -1, 0, 0);
|
|
}
|
|
v0++;
|
|
if (v0 > 2) {
|
|
v0 = 0;
|
|
}
|
|
Global_Variable_Set(50, v0);
|
|
}
|
|
|
|
} // End of namespace BladeRunner
|