scummvm/engines/bladerunner/script/scene/ps01.cpp

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/* 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.
*
*/
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#include "bladerunner/script/scene.h"
namespace BladeRunner {
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void SceneScriptPS01::InitializeScene() {
Setup_Scene_Information(1872.0f, 16592.0f, -2975.0f, 200);
Scene_Exit_Add_2D_Exit(0, 36, 194, 138, 326, 0);
if (Game_Flag_Query(251)) {
Scene_Exit_Add_2D_Exit(1, 344, 288, 584, 384, 2);
}
Ambient_Sounds_Add_Looping_Sound(381, 100, 1, 1);
Ambient_Sounds_Add_Sound(68, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(69, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(375, 60, 180, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(376, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(377, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
if (Game_Flag_Query(130)) {
if (Game_Flag_Query(251)) {
Scene_Loop_Set_Default(1);
} else {
Scene_Loop_Set_Default(5);
}
} else {
Actor_Set_Invisible(0, true);
Game_Flag_Set(273);
Scene_Loop_Start_Special(0, 0, 0);
Scene_Loop_Set_Default(1);
Player_Loses_Control();
}
}
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void SceneScriptPS01::SceneLoaded() {
Obstacle_Object("TUBE81", true);
if (Game_Flag_Query(251)) {
Unobstacle_Object("Barrier Obstacle", true);
}
Unobstacle_Object("BOX38", true);
Unobstacle_Object("TUBE81", true);
}
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bool SceneScriptPS01::MouseClick(int x, int y) {
return false;
}
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bool SceneScriptPS01::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
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bool SceneScriptPS01::ClickedOnActor(int actorId) {
return false;
}
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bool SceneScriptPS01::ClickedOnItem(int itemId, bool a2) {
return false;
}
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bool SceneScriptPS01::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, 1920.0f, 16581.0f, -2653.0f, 12, 1, false, 0)) {
Game_Flag_Set(718);
Set_Enter(62, 66);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(0, 1877.9f, 16592.0f, -2975.0f, 0, 1, false, 0)) {
Actor_Set_At_XYZ(0, 1872.0f, 16592.0f, -2975.0f, 870);
Game_Flag_Reset(176);
Game_Flag_Reset(182);
Game_Flag_Reset(179);
Game_Flag_Reset(178);
Game_Flag_Reset(180);
Game_Flag_Reset(261);
Game_Flag_Reset(177);
Game_Flag_Reset(258);
int spinnerDest = Spinner_Interface_Choose_Dest(3, 1);
switch (spinnerDest) {
case 2:
Game_Flag_Set(182);
Game_Flag_Reset(251);
Game_Flag_Set(249);
Set_Enter(69, 78);
Scene_Loop_Start_Special(1, 4, 1);
break;
case 1:
Game_Flag_Set(179);
Game_Flag_Reset(251);
Game_Flag_Set(250);
Set_Enter(49, 48);
Scene_Loop_Start_Special(1, 4, 1);
break;
case 3:
Game_Flag_Set(176);
Game_Flag_Reset(251);
Game_Flag_Set(248);
Set_Enter(4, 13);
Scene_Loop_Start_Special(1, 4, 1);
break;
case 5:
Game_Flag_Set(261);
Game_Flag_Reset(251);
Game_Flag_Set(307);
Set_Enter(17, 82);
Scene_Loop_Start_Special(1, 4, 1);
break;
case 4:
Game_Flag_Set(180);
Game_Flag_Reset(251);
Game_Flag_Set(252);
Set_Enter(0, 0);
Scene_Loop_Start_Special(1, 4, 1);
break;
case 6:
Game_Flag_Set(177);
Game_Flag_Reset(251);
Game_Flag_Set(253);
Set_Enter(7, 25);
Scene_Loop_Start_Special(1, 4, 1);
break;
case 7:
Game_Flag_Set(258);
Game_Flag_Reset(251);
Game_Flag_Set(254);
Set_Enter(20, 2);
Scene_Loop_Start_Special(1, 4, 1);
break;
case 8:
Game_Flag_Set(181);
Game_Flag_Reset(251);
Game_Flag_Set(255);
Set_Enter(54, 54);
Scene_Loop_Start_Special(1, 4, 1);
break;
case 9:
Game_Flag_Set(257);
Game_Flag_Reset(251);
Game_Flag_Set(256);
Set_Enter(37, 34);
Scene_Loop_Start_Special(1, 4, 1);
break;
default:
Actor_Face_Heading(0, 870, false);
Game_Flag_Set(178);
Game_Flag_Set(273);
Player_Loses_Control();
Scene_Loop_Start_Special(2, 3, 1);
break;
}
}
return true;
}
return false;
}
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bool SceneScriptPS01::ClickedOn2DRegion(int region) {
return false;
}
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void SceneScriptPS01::SceneFrameAdvanced(int frame) {
if (frame == 71 || frame == 188) {
Sound_Play(116, 100, 40, 0, 50);
}
if (frame == 108 || frame == 228) {
Sound_Play(119, 100, 40, 0, 50);
}
if (frame == 1) {
Sound_Play(118, 40, 0, 0, 50);
}
if (frame == 76) {
Sound_Play(121, 50, 0, 0, 50);
}
if (frame == 192) {
Sound_Play(120, 50, 0, 0, 50);
}
if (frame == 59) {
Sound_Play(122, 15, 0, 0, 50);
}
if (frame == 275) {
Sound_Play(117, 40, 0, 0, 50);
}
if (!Game_Flag_Query(273)) {
switch (frame) {
case 196:
Actor_Face_Heading(0, 870, false);
Actor_Set_Frame_Rate_FPS(0, -1);
Actor_Change_Animation_Mode(0, 41);
break;
case 220:
Actor_Set_Frame_Rate_FPS(0, 0);
break;
case 240:
Actor_Set_Frame_Rate_FPS(0, -2);
break;
}
//return true;
return;
}
if (frame == 75) {
Actor_Face_Heading(0, 870, false);
Actor_Change_Animation_Mode(0, 42);
//return true;
return;
}
if (frame == 119) {
Game_Flag_Reset(273);
Player_Gains_Control();
//return true;
return;
}
if (frame > 195) {
if (frame == 239) {
Game_Flag_Reset(273);
Player_Gains_Control();
}
//return true;
return;
}
if (frame == 181) {
Actor_Face_Heading(0, 870, false);
Actor_Change_Animation_Mode(0, 42);
} else if (frame == 182) {
Actor_Set_Frame_Rate_FPS(0, 0);
} else if (frame == 195) {
Actor_Set_Frame_Rate_FPS(0, -2);
}
//return true;
return;
}
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void SceneScriptPS01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
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void SceneScriptPS01::PlayerWalkedIn() {
if (Game_Flag_Query(130)) {
Actor_Set_At_XYZ(0, 1920.0f, 16581.0f, -2653.0f, 150);
Game_Flag_Reset(130);
}
//return false;
}
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void SceneScriptPS01::PlayerWalkedOut() {
Actor_Set_Invisible(0, false);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
if (!Game_Flag_Query(718) && Global_Variable_Query(1) == 1) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Outtake_Play(38, 1, -1);
}
}
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void SceneScriptPS01::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner