mirror of
https://github.com/scummvm/scummvm.git
synced 2026-06-20 05:45:29 +00:00
155 lines
3.8 KiB
C++
155 lines
3.8 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 ScriptMA06::InitializeScene() {
|
|
Setup_Scene_Information(40.0f, 1.0f, -20.0f, 400);
|
|
Ambient_Sounds_Add_Looping_Sound(210, 50, 0, 1);
|
|
Ambient_Sounds_Add_Looping_Sound(408, 33, 0, 1);
|
|
Scene_Loop_Start_Special(0, 0, 0);
|
|
Scene_Loop_Set_Default(1);
|
|
Sound_Play(209, 100, 50, 50, 100);
|
|
}
|
|
|
|
void ScriptMA06::SceneLoaded() {
|
|
Obstacle_Object("PANEL", true);
|
|
Clickable_Object("PANEL");
|
|
Player_Loses_Control();
|
|
}
|
|
|
|
bool ScriptMA06::MouseClick(int x, int y) {
|
|
return false;
|
|
}
|
|
|
|
bool ScriptMA06::ClickedOn3DObject(const char *objectName, bool a2) {
|
|
return false;
|
|
}
|
|
|
|
bool ScriptMA06::ClickedOnActor(int actorId) {
|
|
return false;
|
|
}
|
|
|
|
bool ScriptMA06::ClickedOnItem(int itemId, bool a2) {
|
|
return false;
|
|
}
|
|
|
|
bool ScriptMA06::ClickedOnExit(int exitId) {
|
|
return false;
|
|
}
|
|
|
|
bool ScriptMA06::ClickedOn2DRegion(int region) {
|
|
return false;
|
|
}
|
|
|
|
void ScriptMA06::SceneFrameAdvanced(int frame) {
|
|
}
|
|
|
|
void ScriptMA06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
|
|
}
|
|
|
|
void ScriptMA06::PlayerWalkedIn() {
|
|
Loop_Actor_Walk_To_XYZ(0, 40.0f, 1.35f, 0.0f, 0, 0, false, 0);
|
|
Actor_Face_Object(0, "panel", true);
|
|
Delay(500);
|
|
sub_4014E4();
|
|
if (sub_4012C0()) {
|
|
Sound_Play(114, 25, 0, 0, 50);
|
|
Delay(4000);
|
|
}
|
|
Game_Flag_Reset(37);
|
|
Game_Flag_Reset(33);
|
|
Game_Flag_Reset(57);
|
|
if (Game_Flag_Query(38)) {
|
|
Set_Enter(49, 48);
|
|
} else if (Game_Flag_Query(34)) {
|
|
Set_Enter(10, 49);
|
|
} else {
|
|
Set_Enter(53, 53);
|
|
}
|
|
Scene_Loop_Start_Special(1, 3, 1);
|
|
Sound_Play(208, 100, 50, 50, 50);
|
|
//return true;
|
|
}
|
|
|
|
void ScriptMA06::PlayerWalkedOut() {
|
|
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
|
|
Ambient_Sounds_Remove_All_Looping_Sounds(1);
|
|
Player_Gains_Control();
|
|
}
|
|
|
|
void ScriptMA06::DialogueQueueFlushed(int a1) {
|
|
}
|
|
|
|
bool ScriptMA06::sub_4012C0() {
|
|
return (Game_Flag_Query(37) && !Game_Flag_Query(38)) || (Game_Flag_Query(33) && !Game_Flag_Query(34)) || (Game_Flag_Query(57) && !Game_Flag_Query(58));
|
|
}
|
|
|
|
void ScriptMA06::sub_4014E4() {
|
|
Game_Flag_Reset(38);
|
|
Game_Flag_Reset(34);
|
|
Game_Flag_Reset(58);
|
|
while (true) {
|
|
if (Game_Flag_Query(34)) {
|
|
break;
|
|
}
|
|
if (Game_Flag_Query(38)) {
|
|
break;
|
|
}
|
|
if (Game_Flag_Query(58)) {
|
|
break;
|
|
}
|
|
Actor_Says(39, 80, 3);
|
|
Player_Gains_Control();
|
|
int v1 = Elevator_Activate(1);
|
|
Player_Loses_Control();
|
|
Scene_Loop_Start_Special(2, 1, 1);
|
|
if (v1 > 1) {
|
|
Game_Flag_Set(58);
|
|
} else if (v1 == 1) {
|
|
if (Game_Flag_Query(250)) {
|
|
Game_Flag_Set(38);
|
|
} else {
|
|
Sound_Play(412, 100, 0, 0, 50);
|
|
Delay(500);
|
|
Actor_Says(39, 610, 3);
|
|
}
|
|
} else {
|
|
Actor_Says(0, 2940, 18);
|
|
if (Global_Variable_Query(1) == 4 && Game_Flag_Query(655)) {
|
|
Sound_Play(412, 100, 0, 0, 50);
|
|
Delay(500);
|
|
Actor_Says(39, 610, 3);
|
|
Delay(500);
|
|
Actor_Says(0, 8527, 3);
|
|
} else {
|
|
Game_Flag_Set(34);
|
|
Actor_Says(39, 90, 3);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
} // End of namespace BladeRunner
|