scummvm/engines/bladerunner/script/scene/nr06.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

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