scummvm/engines/bladerunner/script/scene/bb51.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

153 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 SceneScriptBB51::InitializeScene() {
Setup_Scene_Information(101.0f, 0.0f, -25.0f, 152);
Game_Flag_Reset(kFlagBB06toBB51);
Scene_Exit_Add_2D_Exit(0, 615, 0, 639, 479, 1);
Scene_Exit_Add_2D_Exit(1, 0, 323, 241, 479, 2);
Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 28, 0, 1);
Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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(kSfxBBGRN3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxHAUNT1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxHAUNT2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Scene_Loop_Start_Special(kSceneLoopModeLoseControl, 0, false);
Scene_Loop_Set_Default(1);
#if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix
#else
if (Game_Flag_Query(kFlagBB06AndroidDestroyed)) {
Overlay_Play("BB06OVER", 1, true, true, 0);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
}
void SceneScriptBB51::SceneLoaded() {
Obstacle_Object("V2CHESSTBL01", true);
Clickable_Object("V2CHESSTBL01");
Clickable_Object("TOP02");
}
bool SceneScriptBB51::MouseClick(int x, int y) {
return false;
}
bool SceneScriptBB51::ClickedOn3DObject(const char *objectName, bool a2) {
if (Object_Query_Click("V2CHESSTBL01", objectName)) {
#if BLADERUNNER_ORIGINAL_BUGS
#else
// acquire chess clue
if (!Actor_Clue_Query(kActorMcCoy, kClueChessTable)) {
Actor_Clue_Acquire(kActorMcCoy, kClueChessTable, true, -1);
}
#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Face_Object(kActorMcCoy, "V2CHESSTBL01", true);
Actor_Voice_Over(80, kActorVoiceOver);
Actor_Voice_Over(90, kActorVoiceOver);
}
if (Object_Query_Click("TOP02", objectName)) {
Actor_Face_Object(kActorMcCoy, "TOP02", true);
Actor_Voice_Over(100, kActorVoiceOver);
Actor_Voice_Over(110, kActorVoiceOver);
Actor_Voice_Over(120, kActorVoiceOver);
}
return false;
}
bool SceneScriptBB51::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptBB51::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptBB51::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 76.0f, 0.0f, 79.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagBB51toBB06a);
Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB06);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 55.0f, 0.0f, -96.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagBB51toBB06b);
Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB06);
}
return true;
}
return false;
}
bool SceneScriptBB51::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptBB51::SceneFrameAdvanced(int frame) {
#if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix
#else
// Scene Transition loop frames range from 0 to 14
// keep destroyedDoll overlay for 2-3 frames - to minimize weird effect
if (frame == 2) { // executed once during transition to BB51 (chess sub space)
if (Game_Flag_Query(kFlagBB06AndroidDestroyed)) {
Overlay_Remove("BB06OVER");
}
}
#endif // BLADERUNNER_ORIGINAL_BUGS
}
void SceneScriptBB51::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptBB51::PlayerWalkedIn() {
}
void SceneScriptBB51::PlayerWalkedOut() {
}
void SceneScriptBB51::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner