scummvm/engines/bladerunner/script/scene/ug05.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 SceneScriptUG05::InitializeScene() {
if (Game_Flag_Query(360)) {
if (Game_Flag_Query(663) && !Game_Flag_Query(368)) {
Setup_Scene_Information(-356.35f, 132.77f, -1092.36f, 389);
} else {
Setup_Scene_Information(-180.0f, 37.28f, -1124.0f, 296);
}
} else {
Setup_Scene_Information(0.0f, -1.37f, 0.0f, 0);
Game_Flag_Reset(338);
}
Scene_Exit_Add_2D_Exit(0, 215, 240, 254, 331, 3);
if (!Game_Flag_Query(663)) {
Scene_Exit_Add_2D_Exit(1, 303, 422, 639, 479, 2);
}
if (!Game_Flag_Query(663) || Game_Flag_Query(368)) {
Scene_Exit_Add_2D_Exit(2, 352, 256, 393, 344, 0);
}
Ambient_Sounds_Add_Looping_Sound(105, 28, 0, 1);
Ambient_Sounds_Add_Looping_Sound(332, 40, 0, 1);
Ambient_Sounds_Add_Looping_Sound(333, 40, 0, 1);
Ambient_Sounds_Add_Sound(234, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(225, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(226, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(227, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(235, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(391, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(368, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(402, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(395, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(398, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(224, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(228, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(392, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(229, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(303, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(304, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(305, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
if (Game_Flag_Query(368)) {
Scene_Loop_Set_Default(2);
} else {
Scene_Loop_Set_Default(0);
}
}
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void SceneScriptUG05::SceneLoaded() {
if (!Game_Flag_Query(368)) {
Unobstacle_Object("DROPPED CAR OBSTACL", true);
}
Obstacle_Object("VANBODY", true);
}
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bool SceneScriptUG05::MouseClick(int x, int y) {
return false;
}
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bool SceneScriptUG05::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
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bool SceneScriptUG05::ClickedOnActor(int actorId) {
if (!Loop_Actor_Walk_To_Actor(kActorMcCoy, actorId, 30, 1, false)) {
Actor_Face_Actor(kActorMcCoy, actorId, true);
int v1 = sub_4021B0();
if (actorId == kActorOfficerGrayford && Game_Flag_Query(368) && !Game_Flag_Query(683)) {
Actor_Says(kActorOfficerGrayford, 220, -1);
Actor_Says(kActorMcCoy, 5540, 14);
Actor_Says(kActorOfficerGrayford, 230, -1);
Actor_Says(kActorMcCoy, 5545, 17);
Actor_Says(kActorOfficerGrayford, 240, -1);
Actor_Says(kActorMcCoy, 5550, 3);
Game_Flag_Set(683);
return false;
}
if (actorId == v1) {
sub_402218();
return true;
}
return false;
}
return false;
}
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bool SceneScriptUG05::ClickedOnItem(int itemId, bool a2) {
return false;
}
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bool SceneScriptUG05::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (Game_Flag_Query(663) && !Game_Flag_Query(368)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -356.35f, 132.77f, -1092.36f, 0, 0, false, 0);
Game_Flag_Set(361);
Set_Enter(43, 40);
} else if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -156.72f, 3.03f, -1118.17f, 0, 1, false, 0)) {
Actor_Face_Heading(kActorMcCoy, 760, false);
Loop_Actor_Travel_Stairs(kActorMcCoy, 3, 1, 0);
Game_Flag_Set(361);
Set_Enter(43, 40);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 4.0f, -11.67f, -4.0f, 0, 1, false, 0)) {
Game_Flag_Set(339);
Set_Enter(77, 89);
}
return true;
}
if (exitId == 2) {
if (!Game_Flag_Query(662)) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 0.0f, -1.37f, -1500.0f, 0, 1, false, 0)) {
if (!Game_Flag_Query(522)) {
Actor_Voice_Over(2600, kActorVoiceOver);
Actor_Voice_Over(2610, kActorVoiceOver);
Game_Flag_Set(522);
}
return true;
}
} else {
int v1 = sub_4021B0();
bool v2;
if (v1 == -1) {
v2 = Loop_Actor_Walk_To_XYZ(kActorMcCoy, 0.0f, -1.37f, -1500.0f, 0, 1, false, 0) != 0;
} else {
v2 = Loop_Actor_Walk_To_Actor(kActorMcCoy, v1, 30, 1, false) != 0;
}
if (!v2) {
sub_402218();
return true;
}
}
}
return false;
}
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bool SceneScriptUG05::ClickedOn2DRegion(int region) {
return false;
}
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void SceneScriptUG05::SceneFrameAdvanced(int frame) {
}
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void SceneScriptUG05::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
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void SceneScriptUG05::PlayerWalkedIn() {
if (Game_Flag_Query(663)) {
if (Game_Flag_Query(368)) {
Music_Stop(2);
Actor_Put_In_Set(kActorOfficerGrayford, 78);
Actor_Set_At_XYZ(kActorOfficerGrayford, 4.22f, -1.37f, -925.0f, 750);
Actor_Set_Goal_Number(kActorOfficerGrayford, 599);
Actor_Retired_Here(kActorOfficerGrayford, 70, 36, 1, -1);
int v0 = sub_4021B0();
if (v0 == kActorDektora) {
Actor_Put_In_Set(kActorDektora, 78);
Actor_Set_At_XYZ(kActorDektora, -100.0f, -10.31f, -906.0f, 866);
Actor_Force_Stop_Walking(kActorDektora);
} else if (v0 == kActorLucy){
Actor_Put_In_Set(kActorLucy, 78);
Actor_Set_At_XYZ(kActorLucy, -100.0f, -10.31f, -906.0f, 866);
Actor_Force_Stop_Walking(kActorLucy);
}
} else {
if (!Actor_Query_In_Set(kActorOfficerLeary, 78)) {
Actor_Put_In_Set(kActorOfficerLeary, 78);
Actor_Set_At_XYZ(kActorOfficerLeary, 0.0f, -1.37f, -1400.0f, 768);
}
if (!Actor_Query_In_Set(kActorOfficerGrayford, 78)) {
ADQ_Flush();
ADQ_Add(kActorOfficerGrayford, 280, 3);
Actor_Put_In_Set(kActorOfficerGrayford, 78);
Actor_Set_At_XYZ(kActorOfficerGrayford, -16.0f, -1.37f, -960.0f, 768);
}
}
}
if (Game_Flag_Query(360)) {
if (Game_Flag_Query(663) && !Game_Flag_Query(368)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -288.35f, 132.77f, -1092.36f, 0, 1, false, 0);
} else {
Loop_Actor_Travel_Stairs(kActorMcCoy, 2, 0, 0);
}
}
if (Game_Flag_Query(663)) {
Game_Flag_Query(368);
}
Game_Flag_Reset(360);
}
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void SceneScriptUG05::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
}
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void SceneScriptUG05::DialogueQueueFlushed(int a1) {
}
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int SceneScriptUG05::sub_4021B0() {
if (Global_Variable_Query(45) == 2 && Actor_Query_Goal_Number(kActorDektora) != 599) {
return kActorDektora;
}
if (Global_Variable_Query(45) == 3 && Actor_Query_Goal_Number(kActorLucy) != 599) {
return kActorLucy;
}
return -1;
}
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void SceneScriptUG05::sub_402218() {
int v0 = sub_4021B0();
if (v0 != -1) {
Actor_Face_Actor(kActorMcCoy, v0, true);
Actor_Face_Actor(v0, kActorMcCoy, true);
Actor_Says(kActorMcCoy, 5535, 13);
if (v0 == 3) {
Actor_Says(kActorDektora, 1110, 15);
} else {
Actor_Says(kActorLucy, 670, 17);
}
}
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
if (v0 == kActorLucy) {
if (Game_Flag_Query(46)) {
if (Global_Variable_Query(48) > 3) {
Outtake_Play(13, 0, -1);
} else {
Outtake_Play(14, 0, -1);
}
} else {
Outtake_Play(12, 0, -1);
}
} else if (v0 == kActorDektora) {
if (Game_Flag_Query(47)) {
if (Global_Variable_Query(48) > 3) {
Outtake_Play(16, 0, -1);
} else {
Outtake_Play(17, 0, -1);
}
} else {
Outtake_Play(15, 0, -1);
}
} else {
Outtake_Play(19, 0, -1);
}
Outtake_Play(18, 0, -1);
Game_Over();
}
} // End of namespace BladeRunner