scummvm/engines/bladerunner/script/scene/nr09.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

148 lines
4.4 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 SceneScriptNR09::InitializeScene() {
if (Game_Flag_Query(kFlagNR10toNR09)) {
if (!Game_Flag_Query(kFlagNR10CameraDestroyed)) {
Ambient_Sounds_Adjust_Looping_Sound(kSfx35MM, 22, 100, 2);
}
Game_Flag_Reset(kFlagNR10toNR09);
Setup_Scene_Information(-556.07f, 0.35f, 399.04f, 440);
} else {
if (!Game_Flag_Query(kFlagNR10CameraDestroyed)) {
Ambient_Sounds_Add_Looping_Sound(kSfx35MM, 22, 100, 1);
}
Setup_Scene_Information(-704.07f, 0.35f, 663.04f, 0);
}
Scene_Exit_Add_2D_Exit(0, 400, 100, 440, 280, 1);
Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3);
Ambient_Sounds_Add_Looping_Sound(kSfxCTDRONE1, 22, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxBRBED5, 33, 0, 1);
Ambient_Sounds_Add_Sound(kSfxBBGRN1, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN2, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN3, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
}
void SceneScriptNR09::SceneLoaded() {
Obstacle_Object("X2NEWSPAPER", true);
Unobstacle_Object("X2NEWSPAPER", true);
Unclickable_Object("X2NEWSPAPER");
}
bool SceneScriptNR09::MouseClick(int x, int y) {
return false;
}
bool SceneScriptNR09::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptNR09::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptNR09::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptNR09::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -564.07f, 0.35f, 399.04f, 0, true, false, false)) {
Game_Flag_Set(kFlagNR09toNR10);
Set_Enter(kSetNR10, kSceneNR10);
return true;
}
}
if (exitId == 1) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
int v1 = Loop_Actor_Walk_To_XYZ(kActorMcCoy, -704.07f, 0.35f, 663.04f, 0, true, false, false);
if (!v1) {
Game_Flag_Set(kFlagNR09toNR08);
Set_Enter(kSetNR05_NR08, kSceneNR08);
return true;
}
}
return false;
}
bool SceneScriptNR09::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptNR09::SceneFrameAdvanced(int frame) {
if (!Music_Is_Playing()) {
playNextMusic();
}
}
void SceneScriptNR09::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptNR09::PlayerWalkedIn() {
if (Game_Flag_Query(kFlagNR08toNR09)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -704.07f, 0.35f, 623.04f, 0, false, false, false);
Game_Flag_Reset(kFlagNR08toNR09);
}
//return false;
}
void SceneScriptNR09::PlayerWalkedOut() {
if (Game_Flag_Query(kFlagNR09toNR10)) {
Music_Stop(2);
}
}
void SceneScriptNR09::DialogueQueueFlushed(int a1) {
}
void SceneScriptNR09::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