Files
scummvm/engines/bladerunner/script/ma05.cpp
T

143 lines
4.4 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 ScriptMA05::InitializeScene() {
if (Global_Variable_Query(1) != 2 && Global_Variable_Query(1) != 3) {
Setup_Scene_Information(-7204.0f, 953.97f, 1651.0f, 0);
} else {
Setup_Scene_Information(-7207.0f, 956.17f, 1564.0f, 0);
}
Scene_Exit_Add_2D_Exit(0, 432, 21, 471, 226, 1);
Ambient_Sounds_Add_Looping_Sound(101, 90, 0, 1);
Ambient_Sounds_Add_Looping_Sound(99, 40, -100, 1);
Ambient_Sounds_Add_Looping_Sound(103, 50, 60, 1);
Ambient_Sounds_Add_Speech_Sound(60, 0, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(60, 20, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(60, 40, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(60, 50, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Sound(68, 10, 100, 25, 50, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(69, 10, 100, 25, 50, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(375, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(376, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(87, 10, 70, 25, 25, -100, 0, -101, -101, 0, 0);
if (sub_401990()) {
Ambient_Sounds_Add_Sound(403, 3, 3, 32, 32, 100, 100, -101, -101, 0, 0);
}
if (Global_Variable_Query(1) != 2 && Global_Variable_Query(1) != 3) {
Scene_Loop_Start_Special(0, 0, 0);
}
Scene_Loop_Set_Default(1);
}
void ScriptMA05::SceneLoaded() {
Obstacle_Object("Z-BOX-RAIL03", true);
Footstep_Sounds_Set(0, 0);
Footstep_Sounds_Set(1, 3);
}
bool ScriptMA05::MouseClick(int x, int y) {
return false;
}
bool ScriptMA05::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool ScriptMA05::ClickedOnActor(int actorId) {
return false;
}
bool ScriptMA05::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool ScriptMA05::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, -7199.0f, 956.17f, 1579.0f, 0, 0, false, 0)) {
Loop_Actor_Walk_To_XYZ(0, -7199.0f, 956.17f, 1579.0f, 0, 0, false, 0);
Game_Flag_Set(63);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Async_Actor_Walk_To_XYZ(0, -7199.0f, 953.97f, 1685.0f, 0, false);
Set_Enter(50, 50);
}
return true;
}
return false;
}
bool ScriptMA05::ClickedOn2DRegion(int region) {
return false;
}
void ScriptMA05::SceneFrameAdvanced(int frame) {
if (frame == 20) {
Sound_Play(102, 70, -100, 100, 50);
}
//return true;
}
void ScriptMA05::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void ScriptMA05::PlayerWalkedIn() {
Music_Play(2, 52, 0, 2, -1, 0, 0);
if ((Random_Query(0, 4) == 1 || (Game_Flag_Query(146) == 1 && !Game_Flag_Query(61))) && Global_Variable_Query(1) == 1) {
Scene_Loop_Set_Default(1);
Scene_Loop_Start_Special(2, 3, 1);
Sound_Play(69, 100, 0, 0, 50);
}
if (Game_Flag_Query(146) && !Game_Flag_Query(61)) {
if (!Game_Flag_Query(378)) {
Actor_Voice_Over(1260, 99);
Actor_Voice_Over(1270, 99);
Actor_Voice_Over(1280, 99);
Actor_Voice_Over(1290, 99);
}
Game_Flag_Set(61);
Player_Gains_Control();
}
//return false;
}
void ScriptMA05::PlayerWalkedOut() {
}
void ScriptMA05::DialogueQueueFlushed(int a1) {
}
bool ScriptMA05::sub_401990() {
return Global_Variable_Query(1) == 5
&& !Actor_Clue_Query(0, 143)
&& !Actor_Clue_Query(0, 144)
&& !Actor_Clue_Query(0, 139)
&& !Actor_Clue_Query(0, 140)
&& !Actor_Clue_Query(0, 141)
&& !Actor_Clue_Query(0, 142);
}
} // End of namespace BladeRunner