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https://github.com/scummvm/scummvm.git
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135 lines
4.1 KiB
C++
135 lines
4.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/script/scene_script.h"
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namespace BladeRunner {
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void SceneScriptPS03::InitializeScene() {
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if (Game_Flag_Query(39)) {
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Actor_Set_At_XYZ(kActorMcCoy, -674.0f, -354.0f, 550.0f, 900);
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Setup_Scene_Information(-674.0f, -354.62f, 550.0f, 900);
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Game_Flag_Reset(39);
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} else if (Game_Flag_Query(135)) {
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Setup_Scene_Information(-875.0f, -354.62f, -1241.0f, 450);
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Game_Flag_Reset(135);
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} else {
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Setup_Scene_Information(-569.54f, -354.62f, -1076.15f, 475);
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Game_Flag_Reset(kFlagPS02toPS03);
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}
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Scene_Exit_Add_2D_Exit(0, 0, 460, 639, 479, 2);
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Scene_Exit_Add_2D_Exit(1, 449, 273, 508, 329, 0);
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if (Global_Variable_Query(kVariableChapter) > 1) {
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Scene_Exit_Add_2D_Exit(2, 358, 245, 411, 288, 0);
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}
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(0);
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Ambient_Sounds_Add_Looping_Sound(45, 35, 0, 1);
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Ambient_Sounds_Add_Sound(90, 5, 50, 7, 7, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(91, 5, 50, 7, 7, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(92, 5, 60, 33, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(93, 5, 60, 33, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(94, 5, 60, 33, 33, -100, 100, -101, -101, 0, 0);
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Scene_Loop_Set_Default(1);
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}
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void SceneScriptPS03::SceneLoaded() {
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Obstacle_Object("TABLE05", true);
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Unclickable_Object("COP1PS03");
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Unclickable_Object("COP2PS03");
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}
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bool SceneScriptPS03::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptPS03::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptPS03::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptPS03::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptPS03::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -674.0f, -354.0f, 550.0f, 0, 1, false, 0)) {
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Game_Flag_Set(42);
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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Set_Enter(64, kScenePS04);
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}
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return true;
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}
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if (exitId == 1) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -569.54f, -354.62f, -1076.15f, 0, 1, false, 0)) {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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Set_Enter(62, kScenePS02);
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Game_Flag_Reset(478);
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if (Global_Variable_Query(kVariableChapter) < 4) {
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Actor_Set_Goal_Number(kActorGuzza, 100);
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}
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}
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return true;
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}
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if (exitId == 2) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -875.0f, -354.0f, -1241.0f, 0, 1, false, 0)) {
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Game_Flag_Set(134);
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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Set_Enter(68, kScenePS14);
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}
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return true;
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}
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return false;
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}
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bool SceneScriptPS03::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptPS03::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptPS03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptPS03::PlayerWalkedIn() {
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if (!Game_Flag_Query(478)) {
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Game_Flag_Set(478);
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//return true;
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}
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//return false;
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}
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void SceneScriptPS03::PlayerWalkedOut() {
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}
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void SceneScriptPS03::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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