scummvm/engines/bladerunner/script/scene/ct10.cpp
Thanasis Antoniou a663930dd0 BLADERUNNER: Named constants for animationIds P01
Part one of using named constants for model animations
2019-04-20 17:33:39 +03:00

165 lines
5.1 KiB
C++

/* 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 {
void SceneScriptCT10::InitializeScene() {
Setup_Scene_Information(-121.0f, 0.0f, -78.0f, 446);
Game_Flag_Reset(kFlagCT09toCT08); // a bug?
Scene_Exit_Add_2D_Exit(0, 135, 74, 238, 340, 0);
Ambient_Sounds_Add_Looping_Sound(kSfxFLORBUZZ, 28, 0, 1);
Ambient_Sounds_Add_Sound(kSfxTHNDER2, 6, 180, 33, 33, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER3, 5, 180, 33, 33, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER4, 5, 180, 33, 33, 0, 0, -101, -101, 0, 0);
}
void SceneScriptCT10::SceneLoaded() {
Obstacle_Object("BED", true);
Unobstacle_Object("WINDOW", true);
Unobstacle_Object("LOFT01", true);
Unobstacle_Object("LOFT02", true);
Unobstacle_Object("LOFT03", true);
Unobstacle_Object("LOFT04", true);
Unobstacle_Object("LOFT05", true);
Unobstacle_Object("LOFT06", true);
Unobstacle_Object("LOFT10", true);
Unobstacle_Object("LOFT11", true);
Unobstacle_Object("LOFT12", true);
Unobstacle_Object("LINE02", true);
Unobstacle_Object("CABINETFRONT", true);
Unobstacle_Object("CABINTESIDE", true);
Unobstacle_Object("BUSTEDTAPE2", true);
Unobstacle_Object("BOX CLOSET 1", true);
Clickable_Object("BED");
Clickable_Object("CABINETFRONT");
Clickable_Object("CABINETTOP");
Clickable_Object("TUB");
Scene_2D_Region_Add(0, 379, 229, 454, 375);
}
bool SceneScriptCT10::MouseClick(int x, int y) {
return false;
}
void SceneScriptCT10::checkCabinet() {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 10.6f, 0.0f, -50.5f, 0, true, false, 0)) {
Player_Loses_Control();
Actor_Face_Heading(kActorMcCoy, 0, false);
Sound_Play(kSfxDRAWER1, 100, 0, 0, 50);
Delay(1000);
if (Actor_Clue_Query(kActorMcCoy, kClueHoldensBadge)) {
Actor_Voice_Over(3700, kActorVoiceOver);
} else {
Item_Pickup_Spin_Effect(kModelAnimationBadge, 435, 258);
Actor_Clue_Acquire(kActorMcCoy, kClueHoldensBadge, true, -1);
}
Player_Gains_Control();
}
}
bool SceneScriptCT10::ClickedOn3DObject(const char *objectName, bool a2) {
if (Object_Query_Click("TUB", objectName)) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -41.0f, 0.0f, -106.0f, 0, true, false, 0)) {
Player_Loses_Control();
Actor_Face_Heading(kActorMcCoy, 850, false);
Actor_Change_Animation_Mode(kActorMcCoy, 38);
Delay(1000);
Sound_Play(kSfxCURTAIN1, 33, 0, 0, 50);
Delay(3000);
if (Actor_Clue_Query(kActorMcCoy, kClueStrangeScale1)) {
Actor_Voice_Over(3700, kActorVoiceOver);
} else {
Actor_Clue_Acquire(kActorMcCoy, kClueStrangeScale1, true, -1);
Item_Pickup_Spin_Effect(969, 364, 214);
}
Delay(1000);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -41.0f, 0.0f, -82.0f, 0, 0, false, 1);
Player_Gains_Control();
}
return true;
}
if (Object_Query_Click("CABINETTOP", objectName)
|| Object_Query_Click("CABINETFRONT", objectName)
) {
checkCabinet();
return true;
}
return false;
}
bool SceneScriptCT10::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptCT10::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptCT10::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -93.0f, 0.0f, -38.0f, 0, true, false, 0)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -121.0f, 0.0f, -78.0f, 0, false, false, 0);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagCT10toCT09);
Set_Enter(kSetCT09, kSceneCT09);
}
}
return false;
}
bool SceneScriptCT10::ClickedOn2DRegion(int region) {
if (region == 0) {
checkCabinet();
}
return false;
}
void SceneScriptCT10::SceneFrameAdvanced(int frame) {
}
void SceneScriptCT10::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptCT10::PlayerWalkedIn() {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -93.0f, 0.0f, -38.0f, 0, 0, false, 0);
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -49.0f, 0.0f, -38.0f, 0, 0, false, 0);
if (!Game_Flag_Query(kFlagCT10Entered)) {
Actor_Voice_Over(450, kActorVoiceOver);
Actor_Voice_Over(460, kActorVoiceOver);
Actor_Voice_Over(470, kActorVoiceOver);
Game_Flag_Set(kFlagCT10Entered);
}
}
void SceneScriptCT10::PlayerWalkedOut() {
}
void SceneScriptCT10::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner