mirror of
https://github.com/scummvm/scummvm.git
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214 lines
6.9 KiB
C++
214 lines
6.9 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 ScriptBB05::InitializeScene() {
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if (Game_Flag_Query(298)) {
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Setup_Scene_Information(95.0f, -60.31f, 331.0f, 0);
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} else if (Game_Flag_Query(302)) {
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Setup_Scene_Information(87.0f, -60.34f, -96.0f, 0);
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} else if (Game_Flag_Query(300)) {
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Setup_Scene_Information(271.0f, -60.31f, 203.0f, 0);
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} else {
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Setup_Scene_Information(-212.0f, -60.31f, 131.0f, 0);
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}
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Scene_Exit_Add_2D_Exit(0, 92, 125, 187, 317, 3);
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Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3);
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Scene_Exit_Add_2D_Exit(2, 589, 0, 639, 479, 1);
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Scene_Exit_Add_2D_Exit(3, 481, 113, 573, 307, 0);
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Ambient_Sounds_Add_Looping_Sound(54, 12, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(103, 28, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(105, 14, 0, 1);
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Ambient_Sounds_Add_Sound(303, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(304, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(305, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(306, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(307, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(308, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(309, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(310, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(90, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(91, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(375, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(376, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(377, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(72, 5, 80, 14, 14, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(73, 5, 80, 14, 14, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(74, 5, 80, 14, 14, -100, 100, -101, -101, 0, 0);
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if (!Game_Flag_Query(495)) {
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Overlay_Play("BB05OVER", 0, 0, 0, 0);
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Game_Flag_Set(495);
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}
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}
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void ScriptBB05::SceneLoaded() {
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Obstacle_Object("PINHEAD", true);
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Obstacle_Object("X2WALLS&MOLDNG05", true);
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Obstacle_Object("QUADPATCH04", true);
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Unobstacle_Object("BOX16", true);
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Clickable_Object("PINHEAD");
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Clickable_Object("BOX06");
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Unclickable_Object("BOX06");
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Unclickable_Object("BOX14");
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if (Actor_Query_Goal_Number(56) == 200) {
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Actor_Set_Goal_Number(58, 299);
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Actor_Put_In_Set(58, 97);
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Actor_Set_At_Waypoint(58, 39, 0);
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}
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}
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bool ScriptBB05::MouseClick(int x, int y) {
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return false;
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}
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bool ScriptBB05::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool ScriptBB05::ClickedOnActor(int actorId) {
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return false;
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}
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bool ScriptBB05::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool ScriptBB05::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(0, -212.0f, -60.31f, 131.0f, 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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Game_Flag_Set(286);
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Set_Enter(21, 4);
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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, 95.0f, -60.31f, 331.0f, 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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Game_Flag_Set(297);
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Set_Enter(2, 7);
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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(0, 271.0f, -60.31f, 203.0f, 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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Game_Flag_Set(299);
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Set_Enter(3, 8);
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}
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return true;
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}
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if (exitId == 3) {
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if (!Loop_Actor_Walk_To_XYZ(0, 151.0f, -60.34f, -108.0f, 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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Game_Flag_Set(301);
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Set_Enter(102, 120);
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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 ScriptBB05::ClickedOn2DRegion(int region) {
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return false;
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}
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void ScriptBB05::SceneFrameAdvanced(int frame) {
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}
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void ScriptBB05::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void ScriptBB05::PlayerWalkedIn() {
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if (Game_Flag_Query(298)) {
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Loop_Actor_Walk_To_XYZ(0, 95.0f, -60.31f, 303.0f, 0, 0, false, 0);
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Game_Flag_Reset(298);
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} else if (Game_Flag_Query(300)) {
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Loop_Actor_Walk_To_XYZ(0, 231.0f, -60.31f, 203.0f, 0, 0, false, 0);
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Game_Flag_Reset(300);
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} else if (Game_Flag_Query(302)) {
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Loop_Actor_Walk_To_XYZ(0, 111.0f, -60.31f, -24.0f, 0, 0, false, 0);
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Game_Flag_Reset(302);
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} else {
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Loop_Actor_Walk_To_XYZ(0, -76.0f, -60.31f, 131.0f, 0, 0, false, 0);
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Game_Flag_Reset(285);
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}
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if (Actor_Query_Goal_Number(56) == 200) {
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Actor_Face_Actor(56, 0, true);
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Actor_Face_Actor(0, 56, true);
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Actor_Says(56, 120, 13);
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Actor_Says(0, 7030, 15);
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Actor_Says(56, 130, 17);
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Actor_Says(56, 140, 16);
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Actor_Says(56, 150, 14);
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Actor_Says(56, 160, 15);
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Actor_Says(0, 7035, 14);
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Actor_Says(56, 170, 12);
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Actor_Says(0, 7040, 14);
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Actor_Says(56, 180, 16);
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Actor_Says(0, 7045, 14);
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if (Game_Flag_Query(399)) {
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Actor_Says(56, 190, 15);
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Actor_Says(0, 7050, 17);
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Actor_Says(56, 200, 16);
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Actor_Says_With_Pause(56, 210, 1.5f, 14);
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Actor_Says(0, 7055, 15);
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} else {
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Actor_Put_In_Set(58, 22);
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Actor_Set_At_Waypoint(58, 134, 0);
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Loop_Actor_Walk_To_Waypoint(58, 135, 0, 0, false);
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Actor_Says(58, 0, 3);
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Actor_Face_Actor(0, 58, true);
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Actor_Face_Actor(56, 58, true);
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Actor_Says(56, 220, 13);
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Loop_Actor_Walk_To_Waypoint(58, 134, 0, 0, false);
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Actor_Face_Actor(56, 0, true);
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Actor_Face_Actor(0, 56, true);
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Actor_Says(56, 230, 15);
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Actor_Says(0, 7060, 17);
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Actor_Says(56, 240, 12);
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}
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Actor_Says(0, 7065, 16);
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Actor_Says(56, 250, 16);
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Actor_Says(0, 7070, 18);
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Actor_Set_Goal_Number(56, 205);
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Actor_Set_Goal_Number(58, 201);
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Actor_Set_Goal_Number(54, 101);
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Actor_Set_Goal_Number(58, 200);
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}
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}
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void ScriptBB05::PlayerWalkedOut() {
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}
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void ScriptBB05::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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