Files
scummvm/engines/bladerunner/script/tb07.cpp
T

291 lines
8.3 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 ScriptTB07::InitializeScene() {
Setup_Scene_Information(68.0f, 12.0f, 288.0f, 0);
Scene_Exit_Add_2D_Exit(0, 383, 445, 639, 479, 2);
Ambient_Sounds_Add_Looping_Sound(109, 20, 0, 1);
Ambient_Sounds_Add_Sound(363, 2, 55, 14, 14, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(364, 2, 55, 14, 14, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(365, 2, 55, 14, 14, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(366, 2, 55, 14, 14, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(212, 1, 15, 20, 25, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(213, 1, 15, 20, 25, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(214, 1, 20, 20, 25, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(215, 1, 15, 20, 25, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(216, 1, 15, 20, 25, -100, 100, -101, -101, 0, 0);
if (Global_Variable_Query(1) == 4 && !Actor_Clue_Query(0, 147)) {
Item_Add_To_World(83, 941, 18, 9.7f, 48.7f, -174.22f, 0, 12, 12, false, true, false, true);
}
if (Game_Flag_Query(661)) {
Scene_Loop_Set_Default(3);
} else {
Scene_Loop_Set_Default(0);
}
}
void ScriptTB07::SceneLoaded() {
Obstacle_Object("EAGLE01", true);
Clickable_Object("EAGLE01");
}
bool ScriptTB07::MouseClick(int x, int y) {
return false;
}
bool ScriptTB07::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool ScriptTB07::ClickedOnActor(int actorId) {
return false;
}
bool ScriptTB07::ClickedOnItem(int itemId, bool a2) {
if (!Loop_Actor_Walk_To_Item(0, itemId, 36, 1, false)) {
Actor_Face_Item(0, itemId, true);
if (itemId == 83) {
Item_Pickup_Spin_Effect(941, 331, 296);
Actor_Clue_Acquire(0, 147, 0, -1);
}
Item_Remove_From_World(itemId);
}
return false;
}
bool ScriptTB07::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, 68.0f, 12.0f, 288.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
if (Global_Variable_Query(1) == 4) {
Game_Flag_Set(608);
Set_Enter(17, 82);
} else {
Game_Flag_Reset(176);
Game_Flag_Reset(182);
Game_Flag_Reset(179);
Game_Flag_Reset(178);
Game_Flag_Reset(258);
Game_Flag_Reset(257);
Game_Flag_Reset(261);
Game_Flag_Reset(450);
switch (Spinner_Interface_Choose_Dest(-1, 0)) {
case 9:
Game_Flag_Set(257);
Game_Flag_Reset(307);
Game_Flag_Set(256);
Set_Enter(37, 34);
break;
case 8:
Game_Flag_Set(181);
Game_Flag_Reset(307);
Game_Flag_Set(255);
Set_Enter(54, 54);
break;
case 7:
Game_Flag_Set(258);
Game_Flag_Reset(307);
Game_Flag_Set(254);
Set_Enter(20, 2);
break;
case 6:
Game_Flag_Set(177);
Game_Flag_Reset(307);
Game_Flag_Set(253);
Set_Enter(7, 25);
break;
case 4:
Game_Flag_Set(180);
Game_Flag_Reset(307);
Game_Flag_Set(252);
Set_Enter(0, 0);
break;
case 3:
Game_Flag_Set(176);
Game_Flag_Reset(307);
Game_Flag_Set(248);
Set_Enter(4, 13);
break;
case 2:
Game_Flag_Set(182);
Game_Flag_Reset(307);
Game_Flag_Set(249);
Set_Enter(69, 78);
break;
case 1:
Game_Flag_Set(179);
Game_Flag_Reset(307);
Game_Flag_Set(250);
Set_Enter(49, 48);
break;
case 0:
Game_Flag_Set(178);
Game_Flag_Reset(307);
Game_Flag_Set(251);
Set_Enter(61, 65);
break;
default:
Game_Flag_Set(261);
Loop_Actor_Walk_To_XYZ(0, 44.0f, 12.0f, 176.0f, 0, 0, false, 0);
break;
}
}
}
return true;
}
return false;
}
bool ScriptTB07::ClickedOn2DRegion(int region) {
return false;
}
void ScriptTB07::SceneFrameAdvanced(int frame) {
if (frame == 66) {
Ambient_Sounds_Play_Sound(591, 20, 99, 0, 0);
}
//return false;
}
void ScriptTB07::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void ScriptTB07::PlayerWalkedIn() {
int v0 = Global_Variable_Query(1);
Loop_Actor_Walk_To_XYZ(0, 44.0f, 12.0f, 176.0f, 0, 0, false, 0);
if ((v0 == 2 || v0 == 3) && !Game_Flag_Query(612)) {
Player_Set_Combat_Mode(false);
sub_401B0C();
}
}
void ScriptTB07::PlayerWalkedOut() {
}
void ScriptTB07::DialogueQueueFlushed(int a1) {
}
void ScriptTB07::sub_401B0C() {
Game_Flag_Set(612);
Delay(1500);
Loop_Actor_Walk_To_XYZ(0, 44.98f, 12.0f, 49.79f, 0, 0, false, 0);
Actor_Face_Heading(0, 178, true);
Delay(3000);
Actor_Put_In_Set(57, 18);
Actor_Set_At_XYZ(57, -260.15f, 12.0f, -19.16f, 256);
Actor_Change_Animation_Mode(57, 0);
Outtake_Play(39, 1, -1);
Loop_Actor_Walk_To_XYZ(57, -146.15f, 12.0f, -5.84f, 0, 0, false, 0);
Actor_Face_Actor(57, 0, true);
Actor_Says(57, 480, 14);
Actor_Face_Actor(0, 57, true);
Actor_Says(0, 5315, 9);
Actor_Says(57, 490, 3);
Actor_Face_Heading(0, 178, true);
Actor_Says(0, 5320, 15);
Actor_Says_With_Pause(0, 5325, 1.0f, 19);
Actor_Start_Speech_Sample(57, 500);
Loop_Actor_Walk_To_XYZ(57, -60.15f, 12.0f, 60.84f, 0, 0, false, 0);
Actor_Face_Actor(57, 0, true);
Actor_Face_Actor(0, 57, true);
Actor_Says(0, 5330, 14);
Actor_Says(57, 510, 12);
Actor_Says(0, 5335, 16);
Actor_Says(57, 520, 17);
Actor_Says(0, 5340, 3);
Actor_Start_Speech_Sample(57, 530);
Loop_Actor_Walk_To_XYZ(57, -4.15f, 12.0f, 54.73f, 0, 0, false, 0);
Actor_Says(57, 540, 16);
Actor_Says(0, 5345, 18);
Actor_Says(57, 550, 13);
Actor_Says(57, 570, 18);
Actor_Says_With_Pause(0, 5350, 0.0f, 18);
Actor_Says(57, 580, 16);
Actor_Says(0, 5355, 16);
Actor_Says(57, 590, 17);
Actor_Says(0, 5360, 17);
Actor_Says(0, 5365, 13);
Actor_Says_With_Pause(57, 600, 1.0f, 12);
Actor_Says(0, 5370, 3);
Loop_Actor_Walk_To_XYZ(57, -24.15f, 12.0f, -10.84f, 0, 0, false, 0);
Actor_Says(57, 610, 13);
Actor_Face_Actor(0, 57, true);
Actor_Says(0, 5375, 18);
Actor_Says(0, 5380, 19);
Actor_Face_Actor(57, 0, true);
Actor_Says(57, 620, 18);
Actor_Says_With_Pause(0, 5385, 2.0f, 12);
Actor_Says_With_Pause(0, 5390, 2.0f, 14);
Actor_Says(0, 5395, 15);
Actor_Says_With_Pause(57, 630, 0.0f, 14);
Actor_Says(0, 5400, 18);
Actor_Says(0, 5405, 3);
Actor_Says(57, 640, 12);
Actor_Says(0, 5410, 16);
Actor_Says(57, 650, 15);
Actor_Says_With_Pause(0, 5415, 1.0f, 17);
Actor_Says(0, 5420, 14);
Actor_Says(57, 660, 15);
Actor_Put_In_Set(51, 18);
Actor_Set_At_XYZ(51, 68.0f, 12.0f, 288.0f, 0);
Actor_Change_Animation_Mode(51, 0);
Scene_Loop_Set_Default(3);
Scene_Loop_Start_Special(2, 2, 0);
Actor_Start_Speech_Sample(51, 0);
Loop_Actor_Walk_To_XYZ(51, 44.0f, 12.0f, 176.0f, 0, 0, false, 0);
Actor_Face_Actor(51, 0, true);
Actor_Face_Actor(0, 51, true);
Actor_Face_Actor(57, 51, true);
Actor_Says(51, 10, 12);
Actor_Says(51, 20, 3);
Actor_Says(51, 30, 12);
Actor_Says(0, 5425, 18);
Actor_Set_Goal_Number(57, 200);
Actor_Says(51, 40, 15);
Actor_Start_Speech_Sample(51, 50);
Loop_Actor_Walk_To_XYZ(51, -10.0f, 12.0f, 100.0f, 0, 0, false, 0);
Actor_Face_Actor(51, 0, true);
Actor_Face_Actor(0, 51, true);
Actor_Says(0, 5430, 17);
Actor_Says(0, 5435, 16);
Actor_Says(51, 60, 14);
Actor_Face_Actor(0, 51, true);
Actor_Says(0, 5440, 14);
Actor_Says(51, 70, 13);
Actor_Says(0, 5445, 15);
Actor_Says_With_Pause(51, 80, 1.0f, 12);
Actor_Says(51, 90, 15);
Actor_Says_With_Pause(0, 5450, 1.0f, 15);
Actor_Says(0, 5455, 12);
Actor_Says(51, 100, 14);
Actor_Clue_Acquire(0, 278, 0, 57);
Actor_Clue_Acquire(0, 279, 0, 51);
Loop_Actor_Walk_To_XYZ(51, -260.15f, 12.0f, -19.16f, 0, 0, false, 0);
}
} // End of namespace BladeRunner