Files
scummvm/engines/bladerunner/script/ct08.cpp
T

197 lines
5.8 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/script.h"
namespace BladeRunner {
void ScriptCT08::InitializeScene() {
if (Game_Flag_Query(679)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Outtake_Play(2, 0, -1);
if (Game_Flag_Query(46)) {
Outtake_Play(3, 0, -1);
} else if (Game_Flag_Query(47)) {
Outtake_Play(4, 0, -1);
} else {
Outtake_Play(5, 0, -1);
}
Outtake_Play(6, 0, -1);
Game_Flag_Reset(679);
}
Actor_Force_Stop_Walking(0);
if (Game_Flag_Query(380)) {
Setup_Scene_Information(-11.0f, 0.0f, -156.0f, 769);
} else if (Game_Flag_Query(79)) {
Setup_Scene_Information(-143.0f, 0.0f, -92.0f, 420);
} else {
Setup_Scene_Information(-183.0f, 0.0f, 128.0f, 205);
}
Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3);
Scene_Exit_Add_2D_Exit(1, 389, 0, 639, 303, 0);
Scene_Exit_Add_2D_Exit(2, 115, 87, 137, 267, 3);
if (Game_Flag_Query(550)) {
Scene_2D_Region_Add(0, 185, 185, 230, 230);
}
Ambient_Sounds_Add_Looping_Sound(381, 100, 1, 1);
Ambient_Sounds_Add_Looping_Sound(205, 20, 1, 1);
Ambient_Sounds_Add_Speech_Sound(60, 0, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(60, 20, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(60, 40, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(60, 50, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Sound(67, 80, 180, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(68, 50, 180, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(379, 5, 180, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(380, 5, 180, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(377, 5, 180, 50, 100, 0, 0, -101, -101, 0, 0);
if (Game_Flag_Query(380)) {
Scene_Loop_Start_Special(0, 0, 0);
Scene_Loop_Set_Default(1);
} else {
Scene_Loop_Set_Default(1);
}
}
void ScriptCT08::SceneLoaded() {
Obstacle_Object("ASHTRAY", 1);
Unobstacle_Object("BLANKET03", 1);
if (!Actor_Clue_Query(0, 85)) {
Item_Add_To_World(85, 943, 6, 44.0f, 0.0f, -95.0f, 540, 12, 12, 0, 1, 0, 1);
}
if (!Actor_Clue_Query(0, 87)) {
Item_Add_To_World(81, 936, 6, -102.0f, 2.0f, 41.0f, 432, 6, 6, 0, 1, 0, 1);
}
}
bool ScriptCT08::MouseClick(int x, int y) {
return false;
}
bool ScriptCT08::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool ScriptCT08::ClickedOnActor(int actorId) {
return false;
}
bool ScriptCT08::ClickedOnItem(int itemId, bool a2) {
if (itemId == 81) {
if (!Loop_Actor_Walk_To_Item(0, 81, 36, 1, 0) && !Game_Flag_Query(550)) {
Actor_Clue_Acquire(0, 87, 1, -1);
Item_Pickup_Spin_Effect(936, 266, 328);
Item_Remove_From_World(81);
Actor_Voice_Over(480, 99);
Actor_Voice_Over(490, 99);
Actor_Voice_Over(500, 99);
}
return true;
}
return false;
}
bool ScriptCT08::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, -183.0f, 0.0f, 128.0f, 0, 1, 0, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(81);
Set_Enter(31, 21);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(0, -11.0f, 0.0f, -156.0f, 0, 1, 0, 0)) {
Loop_Actor_Walk_To_XYZ(0, 0.0f, 0.0f, -102.0f, 0, 0, 0, 0);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(379);
Set_Enter(6, 105);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(0, -143.0f, 0.0f, -92.0f, 0, 1, 0, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(80);
Set_Enter(29, 18);
}
return true;
}
return false;
}
bool ScriptCT08::ClickedOn2DRegion(int region) {
if (region == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, -108.0f, 0.0f, -178.0f, 0, 1, 0, 0)) {
Actor_Face_Heading(0, 512, 0);
Game_Flag_Reset(550);
Player_Set_Combat_Mode_Access(1);
Scene_Exits_Enable();
Ambient_Sounds_Play_Sound(564, 40, 99, 0, 0);
Scene_2D_Region_Remove(0);
Player_Loses_Control();
}
return true;
}
return false;
}
void ScriptCT08::SceneFrameAdvanced(int frame) {
}
void ScriptCT08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void ScriptCT08::PlayerWalkedIn() {
if (Game_Flag_Query(550)) {
Actor_Change_Animation_Mode(0, 3);
Actor_Change_Animation_Mode(0, 0);
Actor_Set_At_XYZ(0, -148.0f, 0.0f, 4.0f, 256);
Player_Set_Combat_Mode_Access(0);
Scene_Exits_Disable();
Game_Flag_Reset(380);
Game_Flag_Reset(79);
Autosave_Game(1);
} else if (Game_Flag_Query(380)) {
Game_Flag_Reset(380);
} else if (Game_Flag_Query(79)) {
Game_Flag_Reset(79);
} else {
Loop_Actor_Walk_To_XYZ(0, -156.0f, 0.0f, 128.0f, 0, 0, 0, 0);
Game_Flag_Reset(84);
}
}
void ScriptCT08::PlayerWalkedOut() {
if (!Actor_Clue_Query(0, 85)) {
Item_Remove_From_World(85);
}
}
void ScriptCT08::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner