scummvm/engines/bladerunner/script/scene/ug03.cpp
2019-06-01 21:36:46 +03:00

175 lines
6.5 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 SceneScriptUG03::InitializeScene() {
if (Game_Flag_Query(kFlagUG04toUG03)) {
Setup_Scene_Information( -51.0f, 0.03f, 255.0f, 780);
Game_Flag_Reset(kFlagUG04toUG03);
} else if (Game_Flag_Query(kFlagUG10toUG03)) {
Setup_Scene_Information( -139.0f, 0.03f, -13.0f, 540);
Game_Flag_Reset(kFlagUG10toUG03);
} else {
Setup_Scene_Information(-121.88f, 0.03f, 213.35f, 540);
}
Scene_Exit_Add_2D_Exit(0, 46, 137, 131, 296, 0);
Scene_Exit_Add_2D_Exit(1, 559, 141, 639, 380, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxSTMLOOP7, 15, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 40, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxUGBED2, 40, 0, 1);
Ambient_Sounds_Add_Sound(kSfxYELL1M3, 2, 120, 10, 11, 0, 100, 0, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT2M1, 2, 120, 10, 11, 0, 100, 0, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT1M3, 2, 120, 10, 11, 0, 100, 0, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT1M2, 2, 120, 10, 11, 0, 100, 0, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxPIPER1, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSQUEAK1, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSQUEAK2, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSQUEAK3, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSQUEAK4, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSQUEAK5, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBANG1, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBANG2, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBANG3, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBANG4, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBANG5, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBANG6, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
}
void SceneScriptUG03::SceneLoaded() {
Obstacle_Object("=WALL_RIGHT_HOLE", true);
Unobstacle_Object("=HOLERUBBLE1", true);
Clickable_Object("CHAIR_HEADZAPPER");
Clickable_Object("CHAIR_BACK");
Clickable_Object("CHAIR_SEAT");
Clickable_Object("CHAIR_STRAPLEGLEFT");
Clickable_Object("CHAIR_STRAPLEGRIGHT");
#if BLADERUNNER_ORIGINAL_BUGS
#else
if (Actor_Clue_Query(kActorMcCoy, kClueScaryChair)) {
Unclickable_Object("CHAIR_HEADZAPPER");
Unclickable_Object("CHAIR_BACK");
Unclickable_Object("CHAIR_SEAT");
Unclickable_Object("CHAIR_STRAPLEGLEFT");
Unclickable_Object("CHAIR_STRAPLEGRIGHT");
}
#endif // BLADERUNNER_ORIGINAL_BUGS
}
bool SceneScriptUG03::MouseClick(int x, int y) {
return false;
}
bool SceneScriptUG03::ClickedOn3DObject(const char *objectName, bool a2) {
if (Object_Query_Click("CHAIR_BACK", objectName)
|| Object_Query_Click("CHAIR_SEAT", objectName)
|| Object_Query_Click("CHAIR_HEADZAPPER", objectName)
#if BLADERUNNER_ORIGINAL_BUGS
#else
|| Object_Query_Click("CHAIR_STRAPLEGLEFT", objectName)
|| Object_Query_Click("CHAIR_STRAPLEGRIGHT", objectName)
#endif // BLADERUNNER_ORIGINAL_BUGS
) {
if (!Loop_Actor_Walk_To_Scene_Object(kActorMcCoy, "CHAIR_BACK", 36, true, false)) {
Actor_Face_Object(kActorMcCoy, "CHAIR_BACK", true);
if (!Actor_Clue_Query(kActorMcCoy, kClueScaryChair)) {
Actor_Voice_Over(2550, kActorVoiceOver);
Actor_Voice_Over(2560, kActorVoiceOver);
Actor_Voice_Over(2570, kActorVoiceOver);
Actor_Voice_Over(2580, kActorVoiceOver);
Actor_Voice_Over(2590, kActorVoiceOver);
Actor_Clue_Acquire(kActorMcCoy, kClueScaryChair, true, -1);
#if BLADERUNNER_ORIGINAL_BUGS
#else
Unclickable_Object("CHAIR_HEADZAPPER");
Unclickable_Object("CHAIR_BACK");
Unclickable_Object("CHAIR_SEAT");
Unclickable_Object("CHAIR_STRAPLEGLEFT");
Unclickable_Object("CHAIR_STRAPLEGRIGHT");
#endif // BLADERUNNER_ORIGINAL_BUGS
}
}
}
return false;
}
bool SceneScriptUG03::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptUG03::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptUG03::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -139.0f, 0.0f, -13.0f, 0, true, false, false)) {
if (Global_Variable_Query(kVariableChapter) < 4) {
Actor_Says(kActorMcCoy, 8522, 14);
} else {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagUG03toUG10);
Set_Enter(kSetUG10, kSceneUG10);
}
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -51.0f, 0.0f, 255.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagUG03toUG04);
Set_Enter(kSetUG04, kSceneUG04);
}
return true;
}
return false;
}
bool SceneScriptUG03::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptUG03::SceneFrameAdvanced(int frame) {
}
void SceneScriptUG03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptUG03::PlayerWalkedIn() {
}
void SceneScriptUG03::PlayerWalkedOut() {
}
void SceneScriptUG03::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner