mirror of
https://github.com/scummvm/scummvm.git
synced 2026-06-20 05:45:29 +00:00
362 lines
11 KiB
C++
362 lines
11 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/script.h"
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namespace BladeRunner {
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void ScriptAR01::InitializeScene() {
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Music_Play(0, 25, 0, 2, -1, 1, 2);
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if (Game_Flag_Query(323)) {
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Setup_Scene_Information(-477.0f, 0.0f, -149.0f, 333);
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} else if (Game_Flag_Query(321) == 1) {
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Setup_Scene_Information(-182.0f, 0.0f, -551.0f, 518);
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} else {
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Setup_Scene_Information(-152.0f, 0.0f, 332.0f, 545);
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}
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Scene_Exit_Add_2D_Exit(0, 134, 165, 177, 290, 3);
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Scene_Exit_Add_2D_Exit(1, 319, 0, 639, 207, 0);
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if (Game_Flag_Query(252)) {
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Scene_Exit_Add_2D_Exit(2, 0, 404, 99, 479, 2);
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}
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Ambient_Sounds_Add_Looping_Sound(54, 50, 1, 1);
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Ambient_Sounds_Add_Looping_Sound(81, 60, 100, 1);
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Ambient_Sounds_Add_Looping_Sound(241, 50, 1, 1);
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Ambient_Sounds_Add_Sound(182, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(184, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(185, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(186, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(188, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(189, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(191, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(192, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(195, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(242, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(243, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(244, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(245, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(246, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(247, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(248, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(249, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Speech_Sound(60, 0, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(60, 20, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(60, 40, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(60, 50, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Sound(68, 10, 180, 16, 25, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(69, 10, 180, 16, 25, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(375, 10, 180, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(376, 10, 180, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(377, 10, 180, 50, 100, 0, 0, -101, -101, 0, 0);
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if (Game_Flag_Query(252) && !Game_Flag_Query(321) && !Game_Flag_Query(323)) {
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Actor_Set_Invisible(0, true);
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Game_Flag_Set(273);
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Scene_Loop_Start_Special(0, 1, 0);
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Scene_Loop_Set_Default(2);
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} else if (Game_Flag_Query(252) && Game_Flag_Query(321)) {
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Scene_Loop_Start_Special(0, 0, 0);
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Scene_Loop_Set_Default(2);
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Game_Flag_Reset(321);
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} else if (!Game_Flag_Query(252) && Game_Flag_Query(321)) {
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Scene_Loop_Start_Special(0, 6, 0);
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Scene_Loop_Set_Default(7);
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Game_Flag_Reset(321);
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} else if (Game_Flag_Query(252) && Game_Flag_Query(323)) {
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Scene_Loop_Set_Default(2);
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} else if (!Game_Flag_Query(252) && Game_Flag_Query(323)) {
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Scene_Loop_Set_Default(7);
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} else {
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Scene_Loop_Set_Default(7);
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}
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}
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void ScriptAR01::SceneLoaded() {
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Obstacle_Object("DF_BOOTH", true);
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Unobstacle_Object("SPINNER BODY", true);
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}
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bool ScriptAR01::MouseClick(int x, int y) {
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return false;
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}
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bool ScriptAR01::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool ScriptAR01::ClickedOnActor(int actorId) {
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if (actorId == 16 || actorId == 20) {
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Actor_Face_Actor(0, actorId, true);
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Actor_Says(0, 8910, 14);
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return true;
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}
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if (actorId == 29) {
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Actor_Set_Goal_Number(29, 2);
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if (!Loop_Actor_Walk_To_XYZ(0, -120.73f, 0.0f, 219.17f, 12, 1, false, 0)) {
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Actor_Face_Actor(0, 29, true);
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Actor_Face_Actor(29, 0, true);
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if (Game_Flag_Query(328)) {
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if (Actor_Clue_Query(0, 93) && !Actor_Clue_Query(0, 64)) {
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Actor_Says(0, 40, 11);
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Actor_Says(29, 120, 14);
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Actor_Says(0, 45, 17);
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Actor_Says(29, 130, 14);
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Actor_Says(29, 140, 14);
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Actor_Says(0, 50, 13);
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Actor_Says(29, 150, 14);
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Actor_Clue_Acquire(0, 64, 1, 0);
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} else {
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if (Random_Query(1, 2) == 1) {
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Actor_Says(0, 30, 17);
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Actor_Says(29, 100, 14);
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Actor_Says(29, 110, 14);
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Actor_Says(0, 35, 13);
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} else {
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Actor_Says(0, 30, 17);
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Actor_Says(29, 220, 14);
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}
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}
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Actor_Set_Goal_Number(29, 1);
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} else {
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Actor_Says(0, 0, 18);
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Actor_Says(29, 0, 14);
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Actor_Says(29, 10, 14);
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Actor_Says(29, 20, 14);
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Actor_Says(29, 30, 14);
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Actor_Says(0, 5, 17);
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Actor_Says(29, 40, 14);
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Actor_Says(0, 10, 13);
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Actor_Says(29, 50, 14);
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Actor_Says(0, 15, 17);
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Actor_Says(29, 60, 14);
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Actor_Says(29, 70, 14);
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Actor_Says(29, 80, 14);
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Actor_Says(29, 90, 14);
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Actor_Says(0, 25, 13);
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Game_Flag_Set(328);
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Actor_Set_Goal_Number(29, 1);
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}
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return true;
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}
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}
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return false;
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}
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bool ScriptAR01::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool ScriptAR01::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(0, -358.0, 0.0, -149.0, 0, 1, false, 0)) {
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Loop_Actor_Walk_To_XYZ(0, -477.0, 0.0, -149.0, 0, 0, false, 0);
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Game_Flag_Set(322);
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Game_Flag_Set(464);
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Game_Flag_Reset(180);
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Game_Flag_Set(479);
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Set_Enter(8, 31);
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Actor_Set_Goal_Number(29, 3);
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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(0, -182.0, 0.0, -551.0, 0, 1, false, 0)) {
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Game_Flag_Set(320);
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Async_Actor_Walk_To_XYZ(0, -222.0, 0.0, -690.0, 0, false);
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Set_Enter(0, 1);
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Actor_Set_Goal_Number(29, 3);
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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 (Game_Flag_Query(486) == 1) {
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Spinner_Set_Selectable_Destination_Flag(6, 1);
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}
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int v1 = Loop_Actor_Walk_To_XYZ(0, -164.0f, 0.0f, 332.0f, 0, 1, false, 0);
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Actor_Face_Heading(0, 545, false);
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if (Actor_Query_Goal_Number(7) >= 2 && Actor_Query_Goal_Number(7) <= 103) {
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Player_Loses_Control();
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Actor_Put_In_Set(7, 0);
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Actor_Set_At_XYZ(7, -448.0, 0.0, 130.0, 0);
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Loop_Actor_Walk_To_XYZ(7, -323.0f, 0.64f, 101.74f, 48, 0, true, 0);
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Loop_Actor_Walk_To_Actor(7, 0, 48, 0, true);
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Actor_Face_Actor(7, 0, true);
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Actor_Change_Animation_Mode(7, 6);
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Actor_Says(0, 1800, 21);
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Actor_Change_Animation_Mode(0, 48);
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Player_Gains_Control();
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Actor_Retired_Here(0, 12, 48, 1, 7);
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} else if (!v1) {
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if (Game_Flag_Query(486) && !Game_Flag_Query(660)) {
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Actor_Voice_Over(4310, 99);
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Actor_Voice_Over(4320, 99);
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Actor_Voice_Over(4330, 99);
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Actor_Voice_Over(4340, 99);
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Actor_Voice_Over(4350, 99);
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Game_Flag_Set(660);
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}
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Game_Flag_Reset(176);
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Game_Flag_Reset(182);
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Game_Flag_Reset(179);
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Game_Flag_Reset(178);
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Game_Flag_Reset(258);
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Game_Flag_Reset(257);
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Game_Flag_Reset(180);
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int spinnerDest = Spinner_Interface_Choose_Dest(4, 0);
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Actor_Face_Heading(0, 545, 0);
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switch (spinnerDest) {
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case 0:
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Game_Flag_Set(178);
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Game_Flag_Reset(252);
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Game_Flag_Set(251);
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Set_Enter(61, 65);
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Scene_Loop_Start_Special(1, 5, 1);
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break;
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case 1:
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Game_Flag_Set(179);
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Game_Flag_Reset(252);
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Game_Flag_Set(250);
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Set_Enter(49, 48);
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Scene_Loop_Start_Special(1, 5, 1);
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break;
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case 2:
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Game_Flag_Set(182);
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Game_Flag_Reset(252);
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Game_Flag_Set(249);
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Set_Enter(69, 78);
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Scene_Loop_Start_Special(1, 5, 1);
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break;
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case 3:
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Game_Flag_Set(176);
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Game_Flag_Reset(252);
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Game_Flag_Set(248);
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Set_Enter(4, 13);
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Scene_Loop_Start_Special(1, 5, 1);
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break;
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case 5:
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Game_Flag_Set(261);
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Game_Flag_Reset(252);
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Game_Flag_Set(307);
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Set_Enter(17, 82);
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Scene_Loop_Start_Special(1, 5, 1);
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break;
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case 6:
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Game_Flag_Set(177);
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Game_Flag_Reset(252);
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Game_Flag_Set(253);
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Set_Enter(7, 25);
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Scene_Loop_Start_Special(1, 5, 1);
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break;
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case 7:
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Game_Flag_Set(258);
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Game_Flag_Reset(252);
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Game_Flag_Set(254);
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Set_Enter(20, 2);
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Scene_Loop_Start_Special(1, 5, 1);
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break;
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case 8:
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Game_Flag_Set(181);
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Game_Flag_Reset(252);
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Game_Flag_Set(255);
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Set_Enter(54, 54);
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Scene_Loop_Start_Special(1, 5, 1);
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break;
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case 9:
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Game_Flag_Set(257);
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Game_Flag_Reset(252);
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Game_Flag_Set(256);
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Set_Enter(37, 34);
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Scene_Loop_Start_Special(1, 5, 1);
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break;
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default:
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Game_Flag_Set(180);
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Actor_Set_Invisible(0, 0);
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break;
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}
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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 ScriptAR01::ClickedOn2DRegion(int region) {
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return false;
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}
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void ScriptAR01::SceneFrameAdvanced(int frame) {
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if (frame == 16) {
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Ambient_Sounds_Play_Sound(118, 40, 0, 0, 99);
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}
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if (frame == 78 || frame == 199) {
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Ambient_Sounds_Play_Sound(116, 100, -50, -50, 99);
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}
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if (frame == 122 || frame == 242) {
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Ambient_Sounds_Play_Sound(119, 100, -50, -50, 99);
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}
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if (frame == 256) {
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Ambient_Sounds_Play_Sound(117, 40, -50, 80, 99);
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}
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if ((frame == 75 || frame == 196) && Game_Flag_Query(273)) {
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Actor_Face_Heading(0, 545, false);
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Actor_Change_Animation_Mode(0, 42);
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Game_Flag_Reset(273);
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} else if (frame == 196 && !Game_Flag_Query(273)) {
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Actor_Change_Animation_Mode(0, 41);
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}
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}
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void ScriptAR01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void ScriptAR01::PlayerWalkedIn() {
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if (!Game_Flag_Query(710)) {
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Game_Flag_Set(710);
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}
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if (Game_Flag_Query(323) == 1) {
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Loop_Actor_Walk_To_XYZ(0, -358.0f, 0.0f, -149.0f, 0, 1, false, 0);
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Game_Flag_Reset(323);
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}
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if (Actor_Query_Goal_Number(37) < 199) {
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Actor_Set_Goal_Number(37, 199);
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}
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}
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void ScriptAR01::PlayerWalkedOut() {
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Actor_Set_Invisible(0, 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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if (!Game_Flag_Query(479)) {
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Music_Stop(2);
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}
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if (!Game_Flag_Query(322) && !Game_Flag_Query(320)) {
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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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Outtake_Play(38, 1, -1);
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}
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}
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void ScriptAR01::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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