132 lines
4.6 KiB
C++
132 lines
4.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/script/scene_script.h"
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namespace BladeRunner {
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void SceneScriptCT03::InitializeScene() {
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if (Game_Flag_Query(kFlagCT02McCoyFell)) {
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Setup_Scene_Information(-852.58f, -621.3f, 285.6f, 0);
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} else if (Game_Flag_Query(kFlagCT02toCT03)) {
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Game_Flag_Reset(kFlagCT02toCT03);
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Setup_Scene_Information(-557.1f, -616.31f, 224.29f, 249);
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} else if (Game_Flag_Query(kFlagCT04toCT03)) {
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Game_Flag_Reset(kFlagCT04toCT03);
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Setup_Scene_Information(-173.99f, -619.19f, 347.54f, 808);
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} else {
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Setup_Scene_Information(-708.58f, -619.19f, 277.6f, 239);
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}
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Scene_Exit_Add_2D_Exit(0, 0, 460, 639, 479, 2);
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Scene_Exit_Add_2D_Exit(1, 40, 40, 134, 302, 3);
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Scene_Exit_Add_2D_Exit(2, 390, 0, 539, 230, 1);
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Ambient_Sounds_Add_Looping_Sound( 54, 50, 1, 1);
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Ambient_Sounds_Add_Looping_Sound( 56, 22, -100, 1);
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Ambient_Sounds_Add_Looping_Sound(105, 34, -100, 1);
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Ambient_Sounds_Add_Sound(68, 10, 40, 33, 50, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(69, 10, 40, 33, 50, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(61, 3, 30, 8, 10, -100, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(62, 3, 30, 8, 10, -100, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(63, 3, 30, 8, 10, -100, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(64, 3, 30, 8, 10, -100, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Speech_Sound(60, 0, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(60, 20, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(60, 40, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(60, 50, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Sound(376, 10, 60, 33, 50, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(377, 10, 60, 33, 50, -100, 100, -101, -101, 0, 0);
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}
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void SceneScriptCT03::SceneLoaded() {
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Obstacle_Object("TRASH CAN", true);
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Unclickable_Object("TRASH CAN");
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Footstep_Sounds_Set(0, 0);
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Footstep_Sounds_Set(1, 1);
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}
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bool SceneScriptCT03::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptCT03::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptCT03::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptCT03::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptCT03::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -745.09f, -619.09f, 293.36f, 0, true, false, 0)) {
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Game_Flag_Set(kFlagCT03toCT01);
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Set_Enter(kSetCT01_CT12, kSceneCT01);
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}
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return true;
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}
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if (exitId == 1) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -604.38f, -616.15f, 221.6f, 0, true, false, 0)) {
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Game_Flag_Set(kFlagCT03toCT02);
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Set_Enter(kSetCT02, kSceneCT02);
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}
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return true;
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}
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if (exitId == 2) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -150.0f, -621.3f, 357.0f, 0, true, false, 0)) {
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Game_Flag_Set(kFlagCT03toCT04);
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Async_Actor_Walk_To_XYZ(kActorMcCoy, -67.0f, -621.3f, 477.0f, 0, false);
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Set_Enter(kSetCT03_CT04, kSceneCT04);
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}
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return true;
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}
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return false;
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}
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bool SceneScriptCT03::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptCT03::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptCT03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptCT03::PlayerWalkedIn() {
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if (Actor_Query_Goal_Number(kActorZuben) == kGoalZubenCT02RunToFreeSlotG) {
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Actor_Set_Goal_Number(kActorZuben, kGoalZubenCT06HideAtFreeSlotA);
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}
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}
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void SceneScriptCT03::PlayerWalkedOut() {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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}
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void SceneScriptCT03::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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