scummvm/engines/bladerunner/script/bb06.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.
*
*/
#include "bladerunner/script/script.h"
namespace BladeRunner {
void ScriptBB06::InitializeScene() {
if (Game_Flag_Query(394)) {
Setup_Scene_Information(76.0f, 0.0f, 79.0f, 622);
} else if (Game_Flag_Query(395)) {
Setup_Scene_Information(55.0f, 0.0f, -96.0f, 761);
} else if (Game_Flag_Query(362)) {
Setup_Scene_Information(-115.0f, 0.0f, -103.0f, 375);
Game_Flag_Reset(362);
} else {
Setup_Scene_Information(-37.0f, 0.0f, 178.0f, 0);
}
Scene_Exit_Add_2D_Exit(0, 0, 43, 14, 478, 3);
Scene_Exit_Add_2D_Exit(1, 425, 0, 639, 361, 0);
Scene_Exit_Add_2D_Exit(3, 195, 164, 239, 280, 3);
Ambient_Sounds_Add_Looping_Sound(103, 28, 0, 1);
Ambient_Sounds_Add_Sound(303, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(304, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(443, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(444, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(445, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(446, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(305, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(306, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(307, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(308, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(309, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(310, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
if (Game_Flag_Query(394) || Game_Flag_Query(395)) {
Scene_Loop_Start_Special(0, 0, 0);
Scene_Loop_Set_Default(1);
Game_Flag_Reset(394);
Game_Flag_Reset(395);
} else {
Scene_Loop_Set_Default(1);
}
if (Game_Flag_Query(410)) {
Overlay_Play("BB06OVER", 1, 1, 0, 0);
}
}
void ScriptBB06::SceneLoaded() {
Obstacle_Object("V2CHESSTBL01", true);
Clickable_Object("BOX31");
Item_Add_To_World(77, 931, 2, -127.0f, 68.42f, 57.0f, 0, 8, 8, true, true, false, true);
}
bool ScriptBB06::MouseClick(int x, int y) {
return false;
}
bool ScriptBB06::ClickedOn3DObject(const char *objectName, bool a2) {
if (Object_Query_Click("BOX31", objectName)) {
if (!Loop_Actor_Walk_To_Scene_Object(0, "BOX31", 24, 1, false)) {
Actor_Face_Object(0, "BOX31", true);
if (Game_Flag_Query(410)) {
Actor_Voice_Over(60, 99);
Actor_Voice_Over(70, 99);
} else {
Actor_Voice_Over(50, 99);
}
}
}
return false;
}
bool ScriptBB06::ClickedOnActor(int actorId) {
return false;
}
bool ScriptBB06::ClickedOnItem(int itemId, bool a2) {
if (itemId == 77) {
if (Player_Query_Combat_Mode()) {
Overlay_Play("BB06OVER", 1, 1, 1, 0);
Game_Flag_Set(410);
Item_Remove_From_World(77);
return true;
}
}
return false;
}
bool ScriptBB06::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, -37.0f, 0.0f, 178.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(298);
Set_Enter(22, 6);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(0, 101.0f, 0.0f, -25.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(393);
Set_Enter(1, 104);
}
return true;
}
if (exitId == 3) {
if (!Loop_Actor_Walk_To_XYZ(0, -115.0f, 0.0f, -103.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(363);
Set_Enter(2, 8);
}
return true;
}
return false;
}
bool ScriptBB06::ClickedOn2DRegion(int region) {
return false;
}
void ScriptBB06::SceneFrameAdvanced(int frame) {
if (frame == 34) {
Ambient_Sounds_Play_Sound(447, 40, -50, -50, 10);
}
if (frame == 16) {
Ambient_Sounds_Play_Sound(448, 20, -50, -50, 10);
}
if (frame == 20) {
Ambient_Sounds_Play_Sound(448, 20, -50, -50, 10);
}
if (frame == 25) {
Ambient_Sounds_Play_Sound(448, 20, -50, -50, 10);
}
if (frame == 29) {
Ambient_Sounds_Play_Sound(448, 20, -50, -50, 10);
}
}
void ScriptBB06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void ScriptBB06::PlayerWalkedIn() {
if (Game_Flag_Query(297)) {
Loop_Actor_Walk_To_XYZ(0, -36.0f, 0.0f, 145.0f, 0, 0, false, 0);
Game_Flag_Reset(297);
}
}
void ScriptBB06::PlayerWalkedOut() {
}
void ScriptBB06::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner