scummvm/engines/bladerunner/script/scene/bb02.cpp
Thanasis Antoniou 074baf9b26 BLADERUNNER: Use booleans in walk functions
And a few more (not all yet) methods that had 1, 0 instead of true, false
2019-05-09 15:15:33 +03:00

172 lines
6 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 {
enum kBB02Loops {
kBB02LoopElevatorComingDown = 0,
kBB02LoopMainElevatorDown = 1,
kBB02LoopElevatorGoingUp = 3,
kBB02LoopMainElevatorUp = 4
};
void SceneScriptBB02::InitializeScene() {
if (Game_Flag_Query(kFlagBB03toBB02)) {
Setup_Scene_Information(179.0f, -415.06f, 274.0f, 904);
} else if (Game_Flag_Query(kFlagBB04toBB02)) {
Setup_Scene_Information(-12.0f, -415.06f, -27.0f, 264);
Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kBB02LoopElevatorComingDown, false);
} else {
Setup_Scene_Information(98.0f, -415.06f, -593.0f, 530);
Game_Flag_Reset(kFlagBB01toBB02);
}
Scene_Exit_Add_2D_Exit(0, 313, 137, 353, 173, 0);
Scene_Exit_Add_2D_Exit(1, 207, 291, 275, 443, 3);
Scene_Exit_Add_2D_Exit(2, 303, 422, 639, 479, 2);
Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 20, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 40, 0, 1);
Ambient_Sounds_Add_Sound(kSfxSCARY4, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCARY5, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCARY6, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCARY7, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxRCCARBY1, 5, 60, 20, 40, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxRCCARBY2, 5, 60, 20, 45, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxRCCARBY3, 5, 60, 20, 40, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxPSDOOR1, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxPSDOOR2, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER2, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER3, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER4, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSWEEP2, 5, 80, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSWEEP3, 5, 80, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSWEEP4, 5, 80, 14, 16, -100, 100, -101, -101, 0, 0);
if (!Game_Flag_Query(kFlagBB02Entered)) {
Game_Flag_Set(kFlagBB02ElevatorDown);
Game_Flag_Set(kFlagBB02Entered);
}
if (Game_Flag_Query(kFlagBB02ElevatorDown)) {
Scene_Loop_Set_Default(kBB02LoopMainElevatorDown);
} else {
Scene_Loop_Set_Default(kBB02LoopMainElevatorUp);
}
}
void SceneScriptBB02::SceneLoaded() {
Obstacle_Object("ELEVATOR01", true);
Obstacle_Object("U2 DOOR", true);
}
bool SceneScriptBB02::MouseClick(int x, int y) {
return false;
}
bool SceneScriptBB02::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptBB02::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptBB02::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptBB02::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 98.0f, -415.06f, -593.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagBB02toBB01);
Set_Enter(kSetBB01, kSceneBB01);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -12.0f, -415.06f, -27.0f, 0, true, false, false)) {
Player_Loses_Control();
if (!Game_Flag_Query(kFlagBB02ElevatorDown)) {
Scene_Loop_Start_Special(kSceneLoopModeOnce, kBB02LoopElevatorComingDown, true);
}
Game_Flag_Set(kFlagBB02toBB04);
Game_Flag_Reset(kFlagBB02ElevatorDown);
Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB04);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kBB02LoopElevatorGoingUp, false);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 86.0f, -415.06f, 174.0f, 0, true, false, false)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 179.0f, -415.06f, 274.0f, 0, false, false, false);
Game_Flag_Set(kFlagBB02toBB03);
Game_Flag_Reset(kFlagBB02ElevatorDown);
Set_Enter(kSetBB03, kSceneBB03);
}
return true;
}
return false;
}
bool SceneScriptBB02::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptBB02::SceneFrameAdvanced(int frame) {
if (frame == 1) {
Ambient_Sounds_Play_Sound(kSfxBBELE2, 40, -50, -50, 0);
}
if (frame == 124) {
Ambient_Sounds_Play_Sound(kSfxBBELE2, 40, -50, -50, 0);
}
}
void SceneScriptBB02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptBB02::PlayerWalkedIn() {
if (Game_Flag_Query(kFlagBB03toBB02)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 86.0f, -415.06f, 174.0f, 0, false, false, false);
Game_Flag_Reset(kFlagBB03toBB02);
} else if (Game_Flag_Query(kFlagBB04toBB02)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 35.0f, -415.06f, -27.0f, 0, false, false, false);
Player_Gains_Control();
Game_Flag_Reset(kFlagBB04toBB02);
}
}
void SceneScriptBB02::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
}
void SceneScriptBB02::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner