Files
scummvm/engines/bladerunner/script/scene/ug01.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

180 lines
6.0 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 SceneScriptUG01::InitializeScene() {
if (Game_Flag_Query(317)) {
Setup_Scene_Information(34.47f, -50.13f, -924.11f, 500);
Game_Flag_Reset(317);
} else if (Game_Flag_Query(118)) {
Setup_Scene_Information(-68.0f, -50.13f, -504.0f, 377);
} else {
Setup_Scene_Information(-126.0f, -50.13f, -286.0f, 0);
}
Scene_Exit_Add_2D_Exit(0, 280, 204, 330, 265, 0);
Scene_Exit_Add_2D_Exit(1, 144, 0, 210, 104, 0);
Scene_Exit_Add_2D_Exit(2, 0, 173, 139, 402, 3);
Ambient_Sounds_Add_Looping_Sound(331, 28, 0, 1);
Ambient_Sounds_Add_Looping_Sound(332, 40, 0, 1);
Ambient_Sounds_Add_Looping_Sound(333, 40, 0, 1);
Ambient_Sounds_Add_Sound(291, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(293, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(402, 2, 120, 10, 11, 20, 100, 0, 100, 0, 0);
Ambient_Sounds_Add_Sound(370, 2, 120, 10, 11, 20, 100, 0, 100, 0, 0);
Ambient_Sounds_Add_Sound(397, 2, 120, 10, 11, 20, 100, 0, 100, 0, 0);
Ambient_Sounds_Add_Sound(396, 2, 120, 10, 11, 20, 100, 0, 100, 0, 0);
Ambient_Sounds_Add_Sound(294, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(295, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(234, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
Ambient_Sounds_Add_Sound(391, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
Ambient_Sounds_Add_Sound(394, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
Ambient_Sounds_Add_Sound(224, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
Ambient_Sounds_Add_Sound(227, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
Ambient_Sounds_Add_Sound(228, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
Ambient_Sounds_Add_Sound(229, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
Ambient_Sounds_Add_Sound(303, 5, 50, 17, 37, 0, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(304, 5, 50, 17, 37, 0, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(305, 5, 50, 17, 37, 0, 100, -101, -101, 0, 0);
if (Game_Flag_Query(324)) {
Scene_Loop_Set_Default(3);
} else {
Scene_Loop_Set_Default(0);
}
}
void SceneScriptUG01::SceneLoaded() {
Unobstacle_Object("BEAM02", true);
Unobstacle_Object("BEAM03", true);
Unobstacle_Object("BEAM04", true);
Clickable_Object("PIPES_FG_LFT");
}
bool SceneScriptUG01::MouseClick(int x, int y) {
return false;
}
bool SceneScriptUG01::ClickedOn3DObject(const char *objectName, bool a2) {
if (Object_Query_Click("PIPES_FG_LFT", objectName)) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -9.0f, -50.13f, -148.0f, 0, 1, false, 0) && !Game_Flag_Query(324)) {
Actor_Says(kActorMcCoy, 8525, 13);
Scene_Loop_Set_Default(3);
Scene_Loop_Start_Special(kSceneLoopModeOnce, 2, true);
Game_Flag_Set(324);
} else {
Actor_Says(kActorMcCoy, 8525, 13);
}
}
return false;
}
bool SceneScriptUG01::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptUG01::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptUG01::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -32.0f, -50.13f, -1350.0f, 12, 1, false, 0)) {
Game_Flag_Set(316);
Set_Enter(83, kSceneUG10);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -70.0f, -50.13f, -500.0f, 0, 1, false, 0)) {
Actor_Face_Heading(kActorMcCoy, 768, false);
Loop_Actor_Travel_Ladder(kActorMcCoy, 12, 1, 0);
Game_Flag_Set(119);
Game_Flag_Reset(259);
Game_Flag_Set(182);
Set_Enter(70, kSceneRC03);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -126.0f, -50.13f, -286.0f, 0, 1, false, 0)) {
Game_Flag_Set(314);
Set_Enter(75, kSceneUG02);
}
return true;
}
return false;
}
bool SceneScriptUG01::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptUG01::SceneFrameAdvanced(int frame) {
if (frame >= 61 && frame <= 120) {
float v1 = (120 - frame) / 29500.0f;
Set_Fog_Density("BoxFog01", v1);
Set_Fog_Density("BoxFog02", v1);
Set_Fog_Density("BoxFog03", v1);
Set_Fog_Density("BoxFog04", v1);
} else if (frame > 120) {
Set_Fog_Density("BoxFog01", 0.0f);
Set_Fog_Density("BoxFog02", 0.0f);
Set_Fog_Density("BoxFog03", 0.0f);
Set_Fog_Density("BoxFog04", 0.0f);
}
//return false;
}
void SceneScriptUG01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptUG01::PlayerWalkedIn() {
if (Game_Flag_Query(315)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -55.0f, -50.13f, -288.0f, 12, 0, false, 0);
Game_Flag_Reset(315);
}
if (Game_Flag_Query(118)) {
Actor_Set_At_XYZ(kActorMcCoy, -70.0f, 93.87f, -500.0f, 768);
Loop_Actor_Travel_Ladder(kActorMcCoy, 12, 0, 0);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -58.0f, -50.13f, -488.0f, 0, 0, false, 0);
Game_Flag_Reset(118);
}
if (Actor_Query_Goal_Number(kActorLucy) == 310) {
Music_Play(21, 35, 0, 3, -1, 0, 0);
Actor_Set_Goal_Number(kActorLucy, 311);
}
//return false;
}
void SceneScriptUG01::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
}
void SceneScriptUG01::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner