scummvm/engines/bladerunner/script/scene/ug07.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 SceneScriptUG07::InitializeScene() {
if (Game_Flag_Query(kFlagUG09ToUG07)) {
Setup_Scene_Information(-76.0f, -12.21f, -738.0f, 505);
Game_Flag_Reset(kFlagUG09ToUG07);
} else if (Game_Flag_Query(kFlagUG08toUG07)) {
Setup_Scene_Information(110.0f, -12.21f, -276.0f, 605);
} else {
Setup_Scene_Information(-10.0f, -12.21f, -58.0f, 0);
Game_Flag_Reset(kFlagUG10toUG07);
}
if (Game_Flag_Query(kFlagUG07Empty)) {
Scene_Exit_Add_2D_Exit(0, 0, 192, 51, 334, 0);
Scene_Exit_Add_2D_Exit(1, 226, 224, 314, 396, 1);
}
Scene_Exit_Add_2D_Exit(2, 60, 440, 460, 479, 2);
Ambient_Sounds_Add_Looping_Sound(105, 90, -45, 1);
Ambient_Sounds_Add_Looping_Sound(332, 40, 0, 1);
Ambient_Sounds_Add_Looping_Sound(333, 40, 0, 1);
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(369, 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(291, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(292, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(293, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(294, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(295, 2, 20, 20, 25, -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);
}
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void SceneScriptUG07::SceneLoaded() {
Obstacle_Object("BOX RIGHT WALL 01", true);
Obstacle_Object("BOX RIGHT WALL 09", true);
Obstacle_Object("SLIDING DOOR", true);
Unobstacle_Object("BOX LEFT WALL 01", true);
Unclickable_Object("BOX RIGHT WALL 09");
Unclickable_Object("BOX RIGHT WALL 01");
Unclickable_Object("SLIDING DOOR");
Unobstacle_Object("BOX FOR WALL LEFT02", true);
Unobstacle_Object("BOX FOR WALL LEFT03", true);
Unobstacle_Object("BOX FOR WALL LEFT05", true);
Unobstacle_Object("BOX FOR WALL LEFT07", true);
Unobstacle_Object("BOX FOR WALL LEFT09", true);
Unobstacle_Object("BOX FOR WALL LEFT10", true);
Unobstacle_Object("BOX FOR WALL LEFT11", true);
Unobstacle_Object("BOX FOR WALL LEFT12", true);
Unobstacle_Object("BOX FOR WALL LEFT13", true);
}
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bool SceneScriptUG07::MouseClick(int x, int y) {
return false;
}
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bool SceneScriptUG07::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
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bool SceneScriptUG07::ClickedOnActor(int actorId) {
return false;
}
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bool SceneScriptUG07::ClickedOnItem(int itemId, bool a2) {
return false;
}
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bool SceneScriptUG07::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -94.0f, -12.21f, -710.0f, 0, 1, false, 0) && Actor_Query_Goal_Number(kActorClovis) != 402) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagUG07toUG09);
Set_Enter(kSetUG09, kSceneUG09);
return true;
}
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 110.0f, -12.21f, -274.0f, 0, 1, false, 0) && Actor_Query_Goal_Number(kActorClovis) != 402) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagUG07toUG08);
Set_Enter(kSetUG08, kSceneUG08);
return true;
}
}
if (exitId == 2) {
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if (!Game_Flag_Query(kFlagMcCoyRetiredHuman)
&& Game_Flag_Query(kFlagUG18GuzzaScene)
&& Global_Variable_Query(kVariableChapter) == 4
&& !Game_Flag_Query(598)
) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 49.0f, -12.21f, -130.0f, 0, true, false, 0)) {
Game_Flag_Set(598);
Actor_Put_In_Set(kActorClovis, kSetUG07);
Actor_Set_At_XYZ(kActorClovis, 118.02f, -12.21f, -154.0f, 768);
Player_Set_Combat_Mode(true);
Actor_Face_Actor(kActorMcCoy, kActorClovis, true);
Loop_Actor_Walk_To_XYZ(kActorClovis, 98.02f, -12.21f, -154.0f, 0, false, false, 0);
Actor_Face_Actor(kActorClovis, kActorMcCoy, true);
Actor_Set_Goal_Number(kActorMcCoy, 301);
Actor_Face_Heading(kActorMcCoy, 0, true);
Delay(1500);
Actor_Says_With_Pause(kActorClovis, 550, 1.0f, 3);
if (Actor_Clue_Query(kActorClovis, kClueMcCoyRetiredDektora)) {
Actor_Says(kActorClovis, 560, 3);
Actor_Set_Goal_Number(kActorMcCoy, 302);
Sound_Play(561, 100, 0, 0, 50);
Delay(2000);
}
if (Actor_Clue_Query(kActorClovis, kClueMcCoyRetiredLucy)) {
Actor_Says(kActorClovis, 570, 3);
Actor_Set_Goal_Number(kActorMcCoy, 302);
Sound_Play(561, 100, 0, 0, 50);
Delay(2000);
}
Actor_Set_Goal_Number(kActorMcCoy, 303);
Delay(1000);
Actor_Set_Goal_Number(kActorClovis, 401);
}
} else {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -10.0f, -21.47f, -58.0f, 0, true, false, 0)
&& Actor_Query_Goal_Number(kActorClovis) != 402
) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagUG07toUG10);
Set_Enter(kSetUG10, kSceneUG10);
return true;
}
}
}
return false;
}
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bool SceneScriptUG07::ClickedOn2DRegion(int region) {
return false;
}
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void SceneScriptUG07::SceneFrameAdvanced(int frame) {
}
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void SceneScriptUG07::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
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void SceneScriptUG07::PlayerWalkedIn() {
if ( Global_Variable_Query(kVariableChapter) == 4
&& !Game_Flag_Query(kFlagUG07Empty)
) {
Actor_Set_Goal_Number(kActorOfficerLeary, 307);
Actor_Set_Goal_Number(kActorOfficerGrayford, 307);
}
if (Game_Flag_Query(kFlagUG08toUG07)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 62.0f, -12.21f, -274.0f, 0, false, false, 0);
Game_Flag_Reset(kFlagUG08toUG07);
}
}
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void SceneScriptUG07::PlayerWalkedOut() {
if (Global_Variable_Query(kVariableChapter) == 4
&& (Actor_Query_Goal_Number(kActorOfficerLeary) == 307
|| Actor_Query_Goal_Number(kActorOfficerGrayford) == 307
)
) {
Non_Player_Actor_Combat_Mode_Off(kActorOfficerLeary);
Non_Player_Actor_Combat_Mode_Off(kActorOfficerGrayford);
Actor_Set_Goal_Number(kActorOfficerLeary, 306);
Actor_Set_Goal_Number(kActorOfficerGrayford, 306);
}
if (Actor_Query_In_Set(kActorClovis, kSetUG07)) {
Actor_Set_Goal_Number(kActorClovis, 400);
}
}
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void SceneScriptUG07::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner