Files
scummvm/engines/bladerunner/script/ps02.cpp
T

178 lines
5.0 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 ScriptPS02::InitializeScene() {
Player_Loses_Control();
Setup_Scene_Information(-13.31f, -40.28f, -48.12f, 30);
Scene_Exit_Add_2D_Exit(0, 0, 0, 240, 479, 3);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(0);
Ambient_Sounds_Add_Looping_Sound(386, 20, 1, 1);
Ambient_Sounds_Add_Looping_Sound(210, 20, 1, 1);
Ambient_Sounds_Add_Sound(0, 3, 20, 12, 16, 0, 0, -101, -101, 0, 0);
Scene_Loop_Start_Special(0, 0, 0);
Scene_Loop_Set_Default(1);
}
void ScriptPS02::SceneLoaded() {
Obstacle_Object("E.DOOR01", true);
Obstacle_Object("E.DOOR02", true);
Clickable_Object("E.DOOR01");
Clickable_Object("E.DOOR02");
}
bool ScriptPS02::MouseClick(int x, int y) {
return false;
}
bool ScriptPS02::ClickedOn3DObject(const char *objectName, bool a2) {
if (Object_Query_Click("E.DOOR01", objectName) || Object_Query_Click("E.D00R02", objectName)) {
if (Game_Flag_Query(130) ) {
if (!Loop_Actor_Walk_To_XYZ(0, -5.0f, -40.0f, -15.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Set_Enter(61, 65);
Scene_Loop_Start_Special(1, 3, 1);
}
} else if (Game_Flag_Query(22) ) {
if (!Loop_Actor_Walk_To_XYZ(0, -5.0f, -40.0f, -15.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Set_Enter(15, 69);
Scene_Loop_Start_Special(1, 3, 1);
}
} else if (Game_Flag_Query(131) ) {
if (!Loop_Actor_Walk_To_XYZ(0, -5.0f, -40.0f, -15.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Set_Enter(66, 71);
Scene_Loop_Start_Special(1, 3, 1);
}
} else if (Game_Flag_Query(132) ) {
if (!Loop_Actor_Walk_To_XYZ(0, -5.0f, -40.0f, -15.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Set_Enter(63, 67);
Scene_Loop_Start_Special(1, 3, 1);
}
} else if (Game_Flag_Query(133) && !Loop_Actor_Walk_To_XYZ(0, -5.0f, -40.0f, -15.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Set_Enter(67, 72);
Scene_Loop_Start_Special(1, 3, 1);
}
}
return false;
}
bool ScriptPS02::ClickedOnActor(int actorId) {
return false;
}
bool ScriptPS02::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool ScriptPS02::ClickedOnExit(int exitId) {
return false;
}
bool ScriptPS02::ClickedOn2DRegion(int region) {
return false;
}
void ScriptPS02::SceneFrameAdvanced(int frame) {
if (frame == 1) {
Ambient_Sounds_Play_Sound(208, 45, 0, 0, 0);
}
if (frame == 91) {
Ambient_Sounds_Play_Sound(209, 45, 0, 0, 0);
}
//return true;
}
void ScriptPS02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void ScriptPS02::PlayerWalkedIn() {
Game_Flag_Reset(718);
Actor_Face_XYZ(0, 0, 0, 450.0f, true);
Player_Gains_Control();
sub_4018BC();
Player_Loses_Control();
if (Game_Flag_Query(130) ) {
Set_Enter(61, 65);
Scene_Loop_Start_Special(1, 3, 1);
} else if (Game_Flag_Query(22) ) {
Set_Enter(15, 69);
Scene_Loop_Start_Special(1, 3, 1);
} else if (Game_Flag_Query(131) ) {
Set_Enter(66, 71);
Scene_Loop_Start_Special(1, 3, 1);
} else if (Game_Flag_Query(132) ) {
Set_Enter(63, 67);
Scene_Loop_Start_Special(1, 3, 1);
} else if (Game_Flag_Query(133) ) {
Set_Enter(67, 72);
Scene_Loop_Start_Special(1, 3, 1);
}
//return true;
}
void ScriptPS02::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Player_Gains_Control();
}
void ScriptPS02::DialogueQueueFlushed(int a1) {
}
void ScriptPS02::sub_4018BC() {
Scene_Exits_Disable();
switch (Elevator_Activate(2)) {
case 7:
Game_Flag_Set(133);
break;
case 6:
Game_Flag_Set(132);
break;
case 5:
Game_Flag_Set(22);
break;
case 4:
Game_Flag_Set(130);
break;
case 3:
Game_Flag_Set(131);
break;
default:
break;
}
Scene_Exits_Enable();
}
} // End of namespace BladeRunner