scummvm/engines/bladerunner/script/bb12.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 ScriptBB12::InitializeScene() {
if (Game_Flag_Query(364)) {
Setup_Scene_Information(138.0f, 0.0f, 104.0f, 760);
} else if (Game_Flag_Query(506)) {
Setup_Scene_Information(-129.0f, 0.0f, 64.0f, 307);
} else {
Setup_Scene_Information(54.0f, 0.0f, 200.0f, 0);
Game_Flag_Reset(301);
}
Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3);
Scene_Exit_Add_2D_Exit(1, 589, 0, 639, 479, 1);
Scene_Exit_Add_2D_Exit(2, 377, 374, 533, 479, 2);
Ambient_Sounds_Add_Looping_Sound(103, 28, 0, 1);
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(303, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(304, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(305, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(306, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(307, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(308, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(309, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(310, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(375, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(376, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
if (!Game_Flag_Query(497)) {
Overlay_Play("BB12OVER", 0, 0, 0, 0);
Game_Flag_Set(497);
}
}
void ScriptBB12::SceneLoaded() {
Obstacle_Object("BALLS", true);
Unclickable_Object("BALLS");
}
bool ScriptBB12::MouseClick(int x, int y) {
return false;
}
bool ScriptBB12::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool ScriptBB12::ClickedOnActor(int actorId) {
return false;
}
bool ScriptBB12::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool ScriptBB12::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, -129.0f, 0.0f, 64.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(507);
Set_Enter(23, 9);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(0, 138.0f, 0.0f, 104.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(365);
Set_Enter(3, 8);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(0, 54.0f, 0.0f, 200.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(302);
Set_Enter(22, 6);
}
return true;
}
return false;
}
bool ScriptBB12::ClickedOn2DRegion(int region) {
return false;
}
void ScriptBB12::SceneFrameAdvanced(int frame) {
if (frame == 10 || frame == 22 || frame == 33 || frame == 41) {
Sound_Play(311, 17, -30, -30, 50);
}
if (frame == 3) {
Sound_Play(313, 16, -30, -30, 50);
}
}
void ScriptBB12::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void ScriptBB12::PlayerWalkedIn() {
if (Game_Flag_Query(364)) {
Loop_Actor_Walk_To_XYZ(0, 114.0f, 0.0f, 104.0f, 0, 0, false, 0);
Game_Flag_Reset(364);
} else if (Game_Flag_Query(506)) {
Loop_Actor_Walk_To_XYZ(0, -101.0f, 0.0f, 64.0f, 0, 0, false, 0);
Game_Flag_Reset(506);
}
}
void ScriptBB12::PlayerWalkedOut() {
}
void ScriptBB12::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner