scummvm/engines/bladerunner/script/scene/ug09.cpp

163 lines
5.8 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 SceneScriptUG09::InitializeScene() {
if (Game_Flag_Query(kFlagCT12ToUG09)) {
Setup_Scene_Information(-67.0f, 156.94f, -425.0f, 500);
Game_Flag_Reset(kFlagCT12ToUG09);
} else {
Setup_Scene_Information(-53.0f, 156.94f, 174.0f, 1000);
Game_Flag_Reset(kFlagUG07toUG09);
}
Scene_Exit_Add_2D_Exit(0, 204, 159, 392, 360, 0);
Scene_Exit_Add_2D_Exit(1, 0, 455, 639, 479, 2);
Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 71, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxBOILPOT2, 45, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 76, 0, 1);
Ambient_Sounds_Add_Sound(kSfxBBDRIP1, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP2, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP4, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxYELL1M2, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxYELL1M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT1M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT2M2, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxGRUNT2M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP5, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSTEAM1, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSTEAM3, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSTEAM6A, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK3, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxZUBWLK4, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0);
}
void SceneScriptUG09::SceneLoaded() {
Obstacle_Object("FACADE_CANOPY", true);
Obstacle_Object("VW PROP SLAB", true);
Obstacle_Object("WALL_LEFT FRONT", true);
Unobstacle_Object("PATH_FRAGMENT 1", true);
Unobstacle_Object("BOXS FOR ARCHWAY 02", true);
Unobstacle_Object("BOXS FOR ARCHWAY 04", true);
Unobstacle_Object("BOXS FOR ARCHWAY 05", true);
Unobstacle_Object("BOX45", true);
Unobstacle_Object("BOX44", true);
Unobstacle_Object("BOX43", true);
Unobstacle_Object("BOX42", true);
Unobstacle_Object("BOX41", true);
Unobstacle_Object("BOX40", true);
Unobstacle_Object("BOX39", true);
Unobstacle_Object("BOX38", true);
Unobstacle_Object("BOX37", true);
Unobstacle_Object("BOX36", true);
Unobstacle_Object("BOX35", true);
Unobstacle_Object("BOX34", true);
Unobstacle_Object("BOX32", true);
Clickable_Object("FACADE_CANOPY");
#if BLADERUNNER_ORIGINAL_BUGS
#else
Unclickable_Object("FACADE_CANOPY");
#endif // BLADERUNNER_ORIGINAL_BUGS
}
bool SceneScriptUG09::MouseClick(int x, int y) {
return false;
}
bool SceneScriptUG09::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptUG09::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptUG09::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptUG09::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -67.0f, 156.94f, -425.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagUG09toCT12);
Set_Enter(kSetCT01_CT12, kSceneCT12);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -53.0f, 156.94f, 206.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagUG09ToUG07);
Set_Enter(kSetUG07, kSceneUG07);
}
return true;
}
return false;
}
bool SceneScriptUG09::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptUG09::SceneFrameAdvanced(int frame) {
//return false;
}
void SceneScriptUG09::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptUG09::PlayerWalkedIn() {
if (Global_Variable_Query(kVariableChapter) == 4
&& Game_Flag_Query(kFlagUG07Empty)
) {
Game_Flag_Set(kFlagMutantsPaused);
}
}
void SceneScriptUG09::PlayerWalkedOut() {
if (Global_Variable_Query(kVariableChapter) == 4) {
Game_Flag_Reset(kFlagMutantsPaused);
}
if (Game_Flag_Query(kFlagUG09toCT12)) {
Game_Flag_Set(kFlagMcCoyInChinaTown);
Game_Flag_Reset(kFlagMcCoyInUnderground);
}
}
void SceneScriptUG09::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner