190 lines
7 KiB
C++
190 lines
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 SceneScriptPS15::InitializeScene() {
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Setup_Scene_Information(-360.0f, -113.43f, 50.0f, 0);
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Scene_Exit_Add_2D_Exit(0, 0, 0, 20, 479, 3);
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Scene_Exit_Add_2D_Exit(1, 620, 0, 639, 479, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxRUMLOOP1, 20, 1, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxLABAMB3, 80, 0, 1);
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Ambient_Sounds_Add_Sound(kSfxPHONE1, 5, 50, 8, 8, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxPAGE1, 5, 20, 30, 30, -70, 70, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxPAGE2, 5, 20, 30, 30, -70, 70, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxPAGE3, 5, 20, 30, 30, -70, 70, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSWEEP3, 5, 20, 5, 9, -70, 70, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSWEEP4, 5, 20, 5, 9, -70, 70, -101, -101, 0, 0);
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Actor_Put_In_Set(kActorSergeantWalls, kSetPS15);
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Actor_Set_At_XYZ(kActorSergeantWalls, -265.4f, -113.43f, -31.29f, 623);
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}
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void SceneScriptPS15::SceneLoaded() {
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Obstacle_Object("E.ARCH", true);
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if (Global_Variable_Query(kVariableChapter) == 2) {
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Item_Add_To_World(kItemWeaponsCrate, kModelAnimationWeaponsCrate, 101, -208.0f, -113.43f, 30.28f, 750, 16, 12, false, true, false, true);
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}
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}
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bool SceneScriptPS15::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptPS15::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptPS15::ClickedOnActor(int actorId) {
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if (actorId == kActorSergeantWalls) {
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if ((Actor_Clue_Query(kActorMcCoy, kClueWeaponsOrderForm)
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|| Actor_Clue_Query(kActorMcCoy, kCluePoliceIssueWeapons)
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)
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&& !Actor_Clue_Query(kActorMcCoy, kClueShippingForm)
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) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -256.0f, -113.43f, 43.51f, 0, true, false, false)) {
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Actor_Face_Actor(kActorMcCoy, kActorSergeantWalls, true);
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Actor_Face_Actor(kActorSergeantWalls, kActorMcCoy, true);
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Actor_Says(kActorMcCoy, 4470, 17);
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Actor_Says(kActorSergeantWalls, 130, 12);
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Actor_Says(kActorMcCoy, 4475, 18);
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Actor_Says(kActorMcCoy, 4480, 13);
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Actor_Says(kActorSergeantWalls, 140, 16);
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Item_Pickup_Spin_Effect(kModelAnimationWeaponsOrderForm, 211, 239);
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Actor_Says(kActorSergeantWalls, 150, 14);
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Actor_Clue_Acquire(kActorMcCoy, kClueShippingForm, true, kActorSergeantWalls);
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if (!Game_Flag_Query(kFlagPS04WeaponsOrderForm)) {
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Item_Remove_From_World(kItemWeaponsOrderForm);
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}
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}
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} else {
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Actor_Face_Actor(kActorMcCoy, kActorSergeantWalls, true);
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Actor_Says(kActorMcCoy, 8600, 15);
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Actor_Says(kActorSergeantWalls, 190, 12);
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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 SceneScriptPS15::ClickedOnItem(int itemId, bool a2) {
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if (itemId == kItemWeaponsCrate) {
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if (Actor_Clue_Query(kActorMcCoy, kClueWeaponsOrderForm)
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&& Actor_Clue_Query(kActorMcCoy, kCluePoliceIssueWeapons)
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) {
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Actor_Says(kActorMcCoy, 8570, 14);
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} else {
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Actor_Face_Actor(kActorMcCoy, kActorSergeantWalls, true);
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Actor_Face_Actor(kActorSergeantWalls, kActorMcCoy, true);
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Actor_Says(kActorMcCoy, 4485, 17);
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Actor_Says(kActorSergeantWalls, 160, 14);
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Actor_Says(kActorMcCoy, 4490, 12);
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Actor_Says(kActorSergeantWalls, 170, 13);
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#if BLADERUNNER_ORIGINAL_BUGS
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Actor_Clue_Acquire(kActorMcCoy, kClueWeaponsOrderForm, true, kActorMcCoy); // A bug? Shouldn't the last argument be -1 or kActorSergeantWalls here?
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Actor_Clue_Acquire(kActorMcCoy, kCluePoliceIssueWeapons, true, kActorMcCoy); // A bug? Shouldn't the last argument be -1 or kActorSergeantWalls here?
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#else
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Actor_Clue_Acquire(kActorMcCoy, kClueWeaponsOrderForm, true, kActorSergeantWalls);
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Actor_Clue_Acquire(kActorMcCoy, kCluePoliceIssueWeapons, true, kActorSergeantWalls);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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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 SceneScriptPS15::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -360.0f, -113.43f, 50.0f, 0, true, 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(kFlagPS15toPS05);
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Set_Enter(kSetPS05, kScenePS05);
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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, -183.58f, -113.43f, 91.7f, 0, true, false, false)) {
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Actor_Says(kActorMcCoy, 4440, 18);
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Actor_Says(kActorSergeantWalls, 150, 17);
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#if BLADERUNNER_ORIGINAL_BUGS
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// Sometimes the scene transition code (or the Ambient_Sounds_Remove_All_Non_Looping_Sounds)
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// would stop this from playing (rare occasions)
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// Solution: moved into PS10 code
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Sound_Play(kSfxLABBUZZ1, 90, 0, 0, 50);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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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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Set_Enter(kSetPS10_PS11_PS12_PS13, kScenePS10);
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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 SceneScriptPS15::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptPS15::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptPS15::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptPS15::PlayerWalkedIn() {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -326.93f, -113.43f, 101.42f, 0, false, false, false);
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if (!Game_Flag_Query(kFlagPS15Entered)) {
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Actor_Face_Actor(kActorMcCoy, kActorSergeantWalls, true);
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Actor_Face_Actor(kActorSergeantWalls, kActorMcCoy, true);
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Actor_Says(kActorSergeantWalls, 0, 12);
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Actor_Says(kActorMcCoy, 4445, 18);
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Actor_Says(kActorSergeantWalls, 10, 12);
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Actor_Says(kActorMcCoy, 4450, 18);
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Actor_Says(kActorSergeantWalls, 60, 13);
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Actor_Says(kActorSergeantWalls, 70, 12);
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Actor_Says(kActorMcCoy, 4460, 15);
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Actor_Says(kActorSergeantWalls, 80, 13);
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Actor_Says(kActorMcCoy, 4465, 16);
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Actor_Says(kActorSergeantWalls, 90, 13);
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Actor_Says(kActorSergeantWalls, 100, 14);
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Actor_Says(kActorSergeantWalls, 110, 15);
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Actor_Says(kActorSergeantWalls, 120, 15);
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Actor_Says(kActorMcCoy, 4555, 14);
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Game_Flag_Set(kFlagPS15Entered);
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//return true;
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return;
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} else {
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//return false;
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return;
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}
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}
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void SceneScriptPS15::PlayerWalkedOut() {
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}
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void SceneScriptPS15::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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