Files
scummvm/engines/bladerunner/script/hc03.cpp
T

189 lines
6.3 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 ScriptHC03::InitializeScene() {
if (Game_Flag_Query(318)) {
Setup_Scene_Information(656.0f, 1.61f, -95.0f, 497);
Game_Flag_Set(388);
Game_Flag_Reset(318);
} else {
Setup_Scene_Information(607.0f, 0.14f, 13.0f, 57);
Game_Flag_Reset(386);
}
Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3);
if (Game_Flag_Query(403) || Global_Variable_Query(1) > 3) {
Item_Remove_From_World(121);
Game_Flag_Set(403);
Scene_Exit_Add_2D_Exit(1, 400, 275, 515, 375, 2);
}
Ambient_Sounds_Add_Looping_Sound(103, 50, 50, 0);
Ambient_Sounds_Add_Looping_Sound(241, 50, 50, 0);
Ambient_Sounds_Add_Sound(242, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(243, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(244, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(245, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(246, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(247, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(248, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(249, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(238, 3, 50, 25, 25, -100, -70, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(240, 3, 50, 33, 33, -100, -70, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(181, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(182, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(183, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(184, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(185, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(186, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(188, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(189, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(190, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(191, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(192, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(193, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(194, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(195, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
if (Game_Flag_Query(388)) {
Scene_Loop_Set_Default(6);
} else if (Game_Flag_Query(403) || Global_Variable_Query(1) > 3) {
Scene_Loop_Set_Default(3);
} else {
Scene_Loop_Set_Default(0);
}
}
void ScriptHC03::SceneLoaded() {
Obstacle_Object("GUITAR01", true);
if (Game_Flag_Query(403) || Game_Flag_Query(388) || Global_Variable_Query(1) > 3) {
Unobstacle_Object("GPscisGate", true);
} else {
Obstacle_Object("GPscisGate", true);
}
Unclickable_Object("GUITAR01");
}
bool ScriptHC03::MouseClick(int x, int y) {
return false;
}
bool ScriptHC03::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool ScriptHC03::ClickedOnActor(int actorId) {
return false;
}
bool ScriptHC03::ClickedOnItem(int itemId, bool a2) {
if (itemId == 121) {
if (a2) {
Scene_Loop_Set_Default(3);
Scene_Loop_Start_Special(2, 2, 1);
Game_Flag_Set(403);
Item_Remove_From_World(121);
Unobstacle_Object("GPscisGate", true);
} else {
Actor_Says(0, 8522, 12);
}
return true;
}
if (itemId == 107) {
Item_Remove_From_World(107);
Item_Pickup_Spin_Effect(977, 68, 435);
Delay(1500);
Item_Pickup_Spin_Effect(984, 78, 435);
Delay(1500);
Item_Pickup_Spin_Effect(984, 58, 435);
if (Game_Flag_Query(374)) {
Actor_Clue_Acquire(0, 246, 1, 7);
} else {
Actor_Clue_Acquire(0, 247, 1, 7);
}
Actor_Clue_Acquire(0, 260, 1, 7);
return true;
}
return false;
}
bool ScriptHC03::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, 607.0f, 0.14f, 9.0f, 0, 1, false, 0)) {
Game_Flag_Set(387);
Set_Enter(8, 31);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(0, 628.0f, 2.04f, -123.0f, 0, 1, false, 0)) {
if (Game_Flag_Query(388)) {
Game_Flag_Set(319);
Game_Flag_Reset(479);
Game_Flag_Set(259);
Game_Flag_Set(388);
Music_Stop(2);
Set_Enter(75, 87);
} else {
Scene_Loop_Set_Default(6);
Scene_Loop_Start_Special(2, 5, 1);
Game_Flag_Set(388);
}
}
return true;
}
return false;
}
bool ScriptHC03::ClickedOn2DRegion(int region) {
return false;
}
void ScriptHC03::SceneFrameAdvanced(int frame) {
if (frame == 10 || frame == 19 || frame == 29 || frame == 39 || frame == 49 || frame == 59 || frame == 71 || frame == 82 || frame == 91 || frame == 101 || frame == 111 || frame == 121 || frame == 131) {
Sound_Play(281, Random_Query(33, 50), 50, 50, 50);
}
if (!Game_Flag_Query(521) && frame == 66) {
Ambient_Sounds_Play_Sound(328, 90, 0, -40, 99);
Sound_Play(201, Random_Query(47, 47), 0, -40, 50);
Scene_Exit_Add_2D_Exit(1, 400, 275, 515, 375, 2);
Game_Flag_Set(521);
}
}
void ScriptHC03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void ScriptHC03::PlayerWalkedIn() {
}
void ScriptHC03::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
}
void ScriptHC03::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner