Files
scummvm/engines/bladerunner/script/bb05.cpp
T

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