mirror of
https://github.com/scummvm/scummvm.git
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287 lines
8.9 KiB
C++
287 lines
8.9 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 ScriptHF06::InitializeScene() {
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Setup_Scene_Information(150.0f, 349.93f, 502.0f, 229);
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Game_Flag_Reset(529);
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Scene_Exit_Add_2D_Exit(0, 195, 197, 271, 237, 2);
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Ambient_Sounds_Add_Looping_Sound(54, 50, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(99, 40, -100, 1);
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Ambient_Sounds_Add_Looping_Sound(100, 40, 100, 1);
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Ambient_Sounds_Add_Sound(68, 10, 100, 25, 50, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(69, 10, 100, 25, 50, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(375, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(376, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(377, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
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if (Game_Flag_Query(559)) {
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Scene_Loop_Set_Default(3);
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sub_4023E0();
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} else {
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Scene_Loop_Set_Default(0);
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}
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}
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void ScriptHF06::SceneLoaded() {
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Unobstacle_Object("BOX22", true);
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Unobstacle_Object("BOX34", true);
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Clickable_Object("BOX19");
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Clickable_Object("BOX21");
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Clickable_Object("BOX23");
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Clickable_Object("HOOD BOX");
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Clickable_Object("BOX28");
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Clickable_Object("BOX29");
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Clickable_Object("BOX30");
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}
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bool ScriptHF06::MouseClick(int x, int y) {
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return false;
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}
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bool ScriptHF06::ClickedOn3DObject(const char *objectName, bool a2) {
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if (Object_Query_Click("BOX28", objectName) || Object_Query_Click("BOX29", objectName) || Object_Query_Click("BOX30", objectName) || Object_Query_Click("HOOD BOX", objectName)) {
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if (!Loop_Actor_Walk_To_XYZ(0, 14.33f, 367.93f, 399.0f, 0, 1, false, 0)) {
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Actor_Face_Heading(0, 486, true);
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if (Actor_Query_In_Set(3, 42) && Actor_Query_Goal_Number(3) != 599) {
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Actor_Face_Actor(3, 0, true);
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Actor_Says(3, 210, 12);
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Actor_Says(0, 2125, 12);
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} else if (Actor_Query_In_Set(6, 42) && Actor_Query_Goal_Number(6) != 599) {
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Actor_Face_Actor(6, 0, true);
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Actor_Says(6, 490, 18);
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Actor_Says(0, 2125, 12);
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} else {
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Actor_Says(0, 8635, 12);
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}
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}
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return false;
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}
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if (Object_Query_Click("BOX19", objectName) || Object_Query_Click("BOX21", objectName)) {
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if (!Loop_Actor_Walk_To_XYZ(0, 290.0f, 367.93f, 318.0f, 0, 1, false, 0)) {
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Actor_Face_Heading(0, 85, true);
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Actor_Says(0, 8522, 0);
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}
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return false;
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}
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if (Object_Query_Click("BOX13", objectName)) {
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if (!Loop_Actor_Walk_To_XYZ(0, 63.0f, 367.93f, 120.0f, 0, 1, false, 0)) {
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Actor_Face_Heading(0, 568, true);
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Actor_Says(0, 8522, 0);
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}
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return false;
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}
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return false;
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}
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bool ScriptHF06::ClickedOnActor(int actorId) {
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if (actorId == 6 && Actor_Query_Goal_Number(6) != 599) {
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Actor_Face_Actor(6, 0, true);
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Actor_Face_Actor(0, 6, true);
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if (Game_Flag_Query(559)) {
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Actor_Says(6, 390, 18);
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Actor_Says(0, 2115, 17);
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}
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} else if (actorId == 3 && Actor_Query_Goal_Number(3) != 599) {
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Actor_Face_Actor(3, 0, true);
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Actor_Face_Actor(0, 3, true);
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if (Game_Flag_Query(559)) {
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Actor_Says(3, 100, 3);
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Actor_Says(0, 2115, 17);
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}
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}
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return false;
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}
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bool ScriptHF06::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool ScriptHF06::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(0, 170.0f, 367.93f, 497.0f, 0, 1, false, 0)) {
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Actor_Face_Heading(0, 730, false);
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Loop_Actor_Travel_Stairs(0, 2, 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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Game_Flag_Set(530);
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Set_Enter(41, 38);
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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 ScriptHF06::ClickedOn2DRegion(int region) {
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return false;
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}
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void ScriptHF06::SceneFrameAdvanced(int frame) {
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}
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void ScriptHF06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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if (actorId == 1 && oldGoal != 599 && newGoal == 599) {
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Loop_Actor_Walk_To_Actor(0, 1, 24, 0, false);
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Actor_Says(1, 250, -1);
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Actor_Says(0, 2120, 4);
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Actor_Says(1, 260, -1);
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Actor_Says(1, 270, -1);
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int otherActorId = -1;
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if (Actor_Query_In_Set(3, 42) && Actor_Query_Goal_Number(3) == 599) {
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otherActorId = 3;
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} else if (Actor_Query_In_Set(6, 42) && Actor_Query_Goal_Number(6) == 599) {
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otherActorId = 6;
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}
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if (otherActorId != -1) {
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Music_Play(21, 35, 0, 3, -1, 0, 0);
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Player_Set_Combat_Mode(false);
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Delay(1000);
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Actor_Voice_Over(990, 99);
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Actor_Voice_Over(1000, 99);
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Actor_Voice_Over(1010, 99);
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Loop_Actor_Walk_To_Actor(0, otherActorId, 24, 0, false);
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Item_Pickup_Spin_Effect(932, 355, 200);
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Actor_Voice_Over(1020, 99);
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Actor_Voice_Over(1030, 99);
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Actor_Voice_Over(1040, 99);
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Actor_Voice_Over(1050, 99);
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Actor_Clue_Acquire(0, 146, 1, -1);
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}
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if (Actor_Query_In_Set(3, 42)) {
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Actor_Set_Targetable(3, false);
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}
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if (Actor_Query_In_Set(6, 42)) {
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Actor_Set_Targetable(6, false);
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}
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Scene_Exits_Enable();
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}
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}
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void ScriptHF06::PlayerWalkedIn() {
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if (Game_Flag_Query(662)) {
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int actor_id;
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if (Global_Variable_Query(45) == 3 && Actor_Query_Goal_Number(6) != 599) {
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actor_id = 6;
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} else {
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actor_id = Global_Variable_Query(45) == 2 && Actor_Query_Goal_Number(3) != 599 ? 3 : -1;
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}
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if (actor_id != -1) {
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Actor_Put_In_Set(actor_id, 42);
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if (Game_Flag_Query(559)) {
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Actor_Set_At_XYZ(actor_id, 173.67f, 367.93f, 446.04001f, 229);
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Async_Actor_Walk_To_XYZ(actor_id, 173.67f, 367.93f, 394.04001f, 0, false);
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} else {
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Actor_Set_At_XYZ(actor_id, 97.67f, 367.93f, 534.04f, 725);
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Async_Actor_Walk_To_XYZ(actor_id, 24.2f, 367.93f, 537.71f, 0, false);
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}
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}
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}
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Footstep_Sound_Override_On(3);
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Loop_Actor_Travel_Stairs(0, 2, 1, 0);
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Footstep_Sound_Override_Off();
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if (Game_Flag_Query(662) && !Game_Flag_Query(559)) {
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sub_401EF4();
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}
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}
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void ScriptHF06::PlayerWalkedOut() {
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Music_Stop(2);
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}
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void ScriptHF06::DialogueQueueFlushed(int a1) {
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}
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void ScriptHF06::sub_401EF4() {
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int actorId;
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if (Actor_Query_In_Set(3, 42)) {
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actorId = 3;
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} else {
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if (!Actor_Query_In_Set(6, 42)) {
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return;
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}
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actorId = 6;
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}
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Actor_Set_Targetable(actorId, true);
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Loop_Actor_Walk_To_XYZ(0, 14.33f, 367.93f, 399.0f, 0, 0, true, 0);
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Actor_Face_Heading(0, 486, true);
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sub_4023E0();
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Actor_Put_In_Set(1, 42);
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Actor_Set_At_XYZ(1, 92.0f, 367.93f, 19.0f, 0);
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Actor_Set_Targetable(1, true);
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Actor_Face_Actor(actorId, 1, true);
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if (actorId == 3) {
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Actor_Says(3, 90, 13);
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} else if (actorId == 6) {
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Actor_Says(6, 380, 13);
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}
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Actor_Says(0, 6230, 0);
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Actor_Says(1, 280, 58);
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Actor_Face_Actor(0, 1, true);
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Player_Set_Combat_Mode(true);
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Actor_Change_Animation_Mode(0, 5);
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Actor_Change_Animation_Mode(1, 7);
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Loop_Actor_Walk_To_XYZ(1, 92.0f, 367.93f, 107.0f, 0, 0, false, 0);
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Actor_Face_Actor(1, 0, true);
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Actor_Change_Animation_Mode(1, 4);
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Actor_Says(1, 290, 58);
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Actor_Says(0, 2130, -1);
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Actor_Says(1, 300, 59);
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Actor_Says(0, 2135, -1);
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Actor_Says(1, 310, 60);
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Actor_Says(0, 2140, -1);
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Actor_Says(1, 320, 59);
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Actor_Says(0, 2145, -1);
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Actor_Says(1, 330, 58);
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Actor_Says(1, 340, 58);
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Actor_Says(1, 350, 58);
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Actor_Change_Animation_Mode(1, 4);
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Game_Flag_Set(644);
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Actor_Set_Goal_Number(1, 402);
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Actor_Face_Actor(1, actorId, true);
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Actor_Change_Animation_Mode(1, 6);
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Delay(500);
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Scene_Loop_Set_Default(3);
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Scene_Loop_Start_Special(2, 2, 1);
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Sound_Play(562, 50, 0, 0, 50);
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Game_Flag_Set(559);
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Scene_Exits_Disable();
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Non_Player_Actor_Combat_Mode_On(1, 3, 1, actorId, 15, 4, 7, 8, 0, 0, 100, 10, 300, 0);
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}
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void ScriptHF06::sub_4023E0() {
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Ambient_Sounds_Add_Sound(87, 20, 80, 20, 100, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Speech_Sound(23, 250, 5, 70, 7, 10, -50, 50, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(23, 330, 5, 70, 7, 10, -50, 50, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(23, 340, 5, 90, 7, 10, -50, 50, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(23, 360, 5, 70, 7, 10, -50, 50, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(24, 380, 5, 70, 7, 10, -50, 50, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(24, 510, 5, 70, 7, 10, -50, 50, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(38, 80, 5, 70, 7, 10, -50, 50, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(38, 160, 5, 70, 7, 10, -50, 50, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(38, 280, 5, 70, 7, 10, -50, 50, -101, -101, 1, 1);
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}
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} // End of namespace BladeRunner
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