165 lines
5.7 KiB
C++
165 lines
5.7 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 SceneScriptNR06::InitializeScene() {
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playNextMusic();
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if (Game_Flag_Query(kFlagNR07toNR06)) {
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Setup_Scene_Information( 48.0f, -71.88f, -26.0f, 782);
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} else {
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Setup_Scene_Information(-36.0f, 0.37f, -373.0f, 592);
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}
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Scene_Exit_Add_2D_Exit(0, 533, 234, 592, 414, 1);
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Scene_Exit_Add_2D_Exit(1, 238, 137, 337, 322, 0);
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Ambient_Sounds_Add_Looping_Sound(kSfxDRAMB5, 25, 0, 1);
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Ambient_Sounds_Add_Sound(kSfxBARSFX1, 3, 60, 8, 12, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBARSFX3, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBARSFX4, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBARSFX5, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBARSFX6, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBARSFX7, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxCLINK1, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxCLINK2, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxCLINK3, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxCLINK4, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_0480R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_0540R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_0560R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_0870R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_0900R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_0940R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_1070R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_1080R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfx67_1160R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
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}
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void SceneScriptNR06::SceneLoaded() {
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Obstacle_Object("CHAIR01", true);
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Unobstacle_Object("LOFT04", true);
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Unobstacle_Object("LINE02", true);
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Unobstacle_Object("WALL01", true);
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Unclickable_Object("CHAIR01");
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}
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bool SceneScriptNR06::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptNR06::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptNR06::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptNR06::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptNR06::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 48.0f, -71.88f, -26.0f, 0, true, false, false)) {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Game_Flag_Set(kFlagNR06toNR07);
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Set_Enter(kSetNR07, kSceneNR07);
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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, -137.0f, -71.88f, -243.0f, 0, true, false, false)) {
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Actor_Face_Heading(kActorMcCoy, 95, false);
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Loop_Actor_Travel_Stairs(kActorMcCoy, 8, true, kAnimationModeIdle);
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -36.0f, 0.37f, -373.0f, 0, false, false, false);
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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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Game_Flag_Set(kFlagNR06toNR08);
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Set_Enter(kSetNR05_NR08, kSceneNR08);
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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 SceneScriptNR06::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptNR06::SceneFrameAdvanced(int frame) {
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if (!Music_Is_Playing()) {
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playNextMusic();
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}
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//return false;
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}
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void SceneScriptNR06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptNR06::PlayerWalkedIn() {
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if (Game_Flag_Query(kFlagNR07toNR06)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -3.0f, -71.88f, -26.0f, 0, false, false, false);
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Game_Flag_Reset(kFlagNR07toNR06);
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} else {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -81.72f, 0.12f, -323.49f, 0, false, false, false);
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Actor_Face_Heading(kActorMcCoy, 600, false);
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Loop_Actor_Travel_Stairs(kActorMcCoy, 8, false, kAnimationModeIdle);
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Game_Flag_Reset(kFlagNR08toNR06);
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}
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//return false;
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}
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void SceneScriptNR06::PlayerWalkedOut() {
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if (Game_Flag_Query(kFlagNR06toNR07)) {
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Music_Stop(2);
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}
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}
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void SceneScriptNR06::DialogueQueueFlushed(int a1) {
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}
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void SceneScriptNR06::playNextMusic() {
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if (Music_Is_Playing()) {
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Music_Adjust(31, 80, 2);
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} else {
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int track = Global_Variable_Query(kVariableEarlyQBackMusic);
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if (track == 0) {
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Music_Play(kMusicDkoDnce1, 61, -80, 2, -1, 0, 0);
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} else if (track == 1) {
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Music_Play(kMusicStrip1, 41, -80, 2, -1, 0, 0);
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} else if (track == 2) {
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Music_Play(kMusicArkDnce1, 41, -80, 2, -1, 0, 0);
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}
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track++;
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if (track > 2) {
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track = 0;
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}
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Global_Variable_Set(kVariableEarlyQBackMusic, track);
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}
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}
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} // End of namespace BladeRunner
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