scummvm/engines/bladerunner/script/scene/nr10.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/scene_script.h"
namespace BladeRunner {
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void SceneScriptNR10::InitializeScene() {
if (Game_Flag_Query(kFlagNR09toNR10)) {
Game_Flag_Reset(kFlagNR09toNR10);
Setup_Scene_Information(-136.78f, 2.84f, -234.43f, 320);
} else {
Game_Flag_Reset(kFlagNR11toNR10);
Setup_Scene_Information( 19.22f, 2.84f, -250.43f, 540);
}
Scene_Exit_Add_2D_Exit(0, 144, 163, 194, 318, 3);
Scene_Exit_Add_2D_Exit(1, 475, 95, 568, 230, 0);
Ambient_Sounds_Add_Looping_Sound(205, 22, 0, 1);
Ambient_Sounds_Add_Looping_Sound(71, 33, 0, 1);
Ambient_Sounds_Add_Sound(303, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(304, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(305, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(306, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(307, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(308, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
if (Game_Flag_Query(640)) {
Scene_Loop_Set_Default(0);
} else {
Ambient_Sounds_Adjust_Looping_Sound(452, 31, 0, 1);
Scene_Loop_Set_Default(2);
}
}
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void SceneScriptNR10::SceneLoaded() {
Obstacle_Object("HOOK 01", true);
Unobstacle_Object("BOX21", true);
Unobstacle_Object("BOX23", true);
Unclickable_Object("BOX18");
}
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bool SceneScriptNR10::MouseClick(int x, int y) {
return Game_Flag_Query(642);
}
bool SceneScriptNR10::ClickedOn3DObject(const char *objectName, bool combatMode) {
if (Object_Query_Click("BOX18", objectName)
&& combatMode
&& Game_Flag_Query(642)
) {
Actor_Set_Goal_Number(kActorDektora, 250);
Game_Flag_Set(640);
Game_Flag_Reset(642);
Actor_Set_Invisible(kActorMcCoy, false);
Actor_Set_Invisible(kActorDektora, false);
Ambient_Sounds_Remove_Looping_Sound(452, true);
Sound_Play(453, 52, 0, 0, 50);
Scene_Loop_Set_Default(0);
Scene_Loop_Start_Special(kSceneLoopModeOnce, 0, true);
Un_Combat_Target_Object("BOX18");
Scene_Exits_Enable();
return true;
}
return false;
}
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bool SceneScriptNR10::ClickedOnActor(int actorId) {
return false;
}
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bool SceneScriptNR10::ClickedOnItem(int itemId, bool a2) {
return false;
}
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bool SceneScriptNR10::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -152.78f, 2.84f, -238.43f, 0, true, false, 0)) {
Game_Flag_Set(kFlagNR10toNR09);
Set_Enter(kSetNR09, kSceneNR09);
return true;
}
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 11.5f, 2.84f, -304.46f, 0, true, false, 0)) {
Actor_Face_Heading(kActorMcCoy, 55, false);
Loop_Actor_Travel_Ladder(kActorMcCoy, 8, true, kAnimationModeIdle);
Game_Flag_Set(kFlagNR10toNR11);
Set_Enter(kSetNR11, kSceneNR11);
return true;
}
}
return false;
}
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bool SceneScriptNR10::ClickedOn2DRegion(int region) {
return false;
}
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void SceneScriptNR10::SceneFrameAdvanced(int frame) {
if (frame == 122) {
Game_Flag_Set(642);
Actor_Set_Invisible(kActorMcCoy, true);
Actor_Set_Invisible(kActorDektora, true);
Combat_Target_Object("BOX18");
//return true;
return;
}
if (frame == 61
&& Game_Flag_Query(642)
) {
Game_Flag_Reset(642);
Player_Set_Combat_Mode(false);
Actor_Set_Invisible(kActorMcCoy, false);
Actor_Set_Goal_Number(kActorDektora, 247);
//return true;
return;
}
//return false;
}
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void SceneScriptNR10::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
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void SceneScriptNR10::PlayerWalkedIn() {
if (Actor_Query_Goal_Number(kActorDektora) == 246) {
Player_Set_Combat_Mode(true);
//return true;
return;
}
if (Actor_Query_Goal_Number(kActorSteele) == 236) {
Actor_Face_Actor(kActorSteele, kActorMcCoy, true);
Actor_Says(kActorSteele, 150, 13);
Actor_Face_Actor(kActorMcCoy, kActorSteele, true);
Actor_Says(kActorMcCoy, 1580, 14);
Actor_Says(kActorSteele, 160, 15);
Actor_Says(kActorMcCoy, 1585, 16);
Actor_Says(kActorSteele, 1160, 16);
Delay(1000);
Actor_Says(kActorSteele, 1290, 14);
Actor_Set_Goal_Number(kActorSteele, 275);
}
// return false;
}
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void SceneScriptNR10::PlayerWalkedOut() {
}
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void SceneScriptNR10::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner