Files
scummvm/engines/bladerunner/script/scene/ug08.cpp
T
Peter Kohaut 0b484d51b8 BLADERUNNER: VK interface
Code unification
Removed few memory leaks
2018-02-10 21:01:15 +01:00

146 lines
4.8 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 SceneScriptUG08::InitializeScene() {
if (Game_Flag_Query(430)) {
Setup_Scene_Information(-124.0f, 93.18f, 71.0f, 745);
} else {
Setup_Scene_Information(-432.0f, 0.0f, -152.0f, 370);
}
Scene_Exit_Add_2D_Exit(0, 125, 220, 157, 303, 3);
Scene_Exit_Add_2D_Exit(1, 353, 145, 552, 309, 1);
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(368, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(401, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(369, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(398, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(291, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(292, 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(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(303, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(304, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(305, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
if (!Game_Flag_Query(610)) {
Game_Flag_Set(431);
Game_Flag_Set(610);
}
if (Game_Flag_Query(430)) {
Scene_Loop_Start_Special(0, 0, 0);
Scene_Loop_Set_Default(1);
} else if (Game_Flag_Query(431)) {
Scene_Loop_Set_Default(1);
} else {
Scene_Loop_Set_Default(4);
}
}
void SceneScriptUG08::SceneLoaded() {
Obstacle_Object("ELEV LEGS", true);
Unobstacle_Object("ELEV LEGS", true);
Unobstacle_Object("BOX RIGHT WALL ", true);
}
bool SceneScriptUG08::MouseClick(int x, int y) {
return false;
}
bool SceneScriptUG08::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptUG08::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptUG08::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptUG08::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -432.0f, 0.0f, -152.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(426);
Set_Enter(80, kSceneUG07);
}
} else if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -312.0f, -2.0f, 152.0f, 0, 1, false, 0)) {
Actor_Face_Heading(kActorMcCoy, 240, false);
Footstep_Sound_Override_On(2);
Loop_Actor_Travel_Stairs(kActorMcCoy, 11, 1, 0);
Footstep_Sound_Override_Off();
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -118.02f, 93.02f, 52.76f, 0, 0, false, 0);
Player_Loses_Control();
Actor_Set_Invisible(kActorMcCoy, true);
Game_Flag_Set(429);
Game_Flag_Reset(431);
Set_Enter(85, kSceneUG13);
Scene_Loop_Start_Special(1, 3, 0);
}
}
return false;
}
bool SceneScriptUG08::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptUG08::SceneFrameAdvanced(int frame) {
if (frame == 91) {
Ambient_Sounds_Play_Sound(372, 90, 0, 0, 100);
}
}
void SceneScriptUG08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptUG08::PlayerWalkedIn() {
if (Game_Flag_Query(430)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -167.0f, 93.18f, 71.0f, 0, 0, false, 0);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -180.0f, 93.18f, 134.0f, 0, 0, false, 0);
Actor_Face_Heading(kActorMcCoy, 745, false);
Footstep_Sound_Override_On(2);
Loop_Actor_Travel_Stairs(kActorMcCoy, 11, 0, 0);
Footstep_Sound_Override_Off();
Player_Gains_Control();
}
Game_Flag_Reset(425);
Game_Flag_Reset(430);
}
void SceneScriptUG08::PlayerWalkedOut() {
}
void SceneScriptUG08::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner