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179
engines/bladerunner/script/scene/bb02.cpp
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179
engines/bladerunner/script/scene/bb02.cpp
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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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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enum kBB02Loops {
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kBB02LoopElevatorComingDown = 0,
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kBB02LoopMainElevatorDown = 1,
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kBB02LoopElevatorGoingUp = 3,
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kBB02LoopMainElevatorUp = 4
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};
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void SceneScriptBB02::InitializeScene() {
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if (Game_Flag_Query(kFlagBB03toBB02)) {
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Setup_Scene_Information(179.0f, -415.06f, 274.0f, 904);
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} else if (Game_Flag_Query(kFlagBB04toBB02)) {
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Setup_Scene_Information(-12.0f, -415.06f, -27.0f, 264);
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Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kBB02LoopElevatorComingDown, false);
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} else {
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Setup_Scene_Information(98.0f, -415.06f, -593.0f, 530);
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Game_Flag_Reset(kFlagBB01toBB02);
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}
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Scene_Exit_Add_2D_Exit(0, 313, 137, 353, 173, 0);
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Scene_Exit_Add_2D_Exit(1, 207, 291, 275, 443, 3);
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Scene_Exit_Add_2D_Exit(2, 303, 422, 639, 479, 2);
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Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 20, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 40, 0, 1);
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Ambient_Sounds_Add_Sound(kSfxSCARY4, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSCARY5, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSCARY6, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSCARY7, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxRCCARBY1, 5, 60, 20, 40, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxRCCARBY2, 5, 60, 20, 45, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxRCCARBY3, 5, 60, 20, 40, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxPSDOOR1, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxPSDOOR2, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER2, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER3, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER4, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSWEEP2, 5, 80, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSWEEP3, 5, 80, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSWEEP4, 5, 80, 14, 16, -100, 100, -101, -101, 0, 0);
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if (!Game_Flag_Query(kFlagBB02Entered)) {
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Game_Flag_Set(kFlagBB02ElevatorDown);
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Game_Flag_Set(kFlagBB02Entered);
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}
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if (Game_Flag_Query(kFlagBB02ElevatorDown)) {
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Scene_Loop_Set_Default(kBB02LoopMainElevatorDown);
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} else {
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Scene_Loop_Set_Default(kBB02LoopMainElevatorUp);
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}
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}
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void SceneScriptBB02::SceneLoaded() {
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Obstacle_Object("ELEVATOR01", true);
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Obstacle_Object("U2 DOOR", true);
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}
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bool SceneScriptBB02::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptBB02::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptBB02::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptBB02::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptBB02::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 98.0f, -415.06f, -593.0f, 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(1u);
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Game_Flag_Set(kFlagBB02toBB01);
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Set_Enter(kSetBB01, kSceneBB01);
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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, -12.0f, -415.06f, -27.0f, 0, true, false, false)) {
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Player_Loses_Control();
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if (!Game_Flag_Query(kFlagBB02ElevatorDown)) {
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Scene_Loop_Start_Special(kSceneLoopModeOnce, kBB02LoopElevatorComingDown, true);
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}
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Game_Flag_Set(kFlagBB02toBB04);
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Game_Flag_Reset(kFlagBB02ElevatorDown);
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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Actor_Set_Invisible(kActorMcCoy, true);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB04);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kBB02LoopElevatorGoingUp, false);
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}
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return true;
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}
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if (exitId == 2) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 86.0f, -415.06f, 174.0f, 0, true, false, false)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 179.0f, -415.06f, 274.0f, 0, false, false, false);
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Game_Flag_Set(kFlagBB02toBB03);
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Game_Flag_Reset(kFlagBB02ElevatorDown);
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Set_Enter(kSetBB03, kSceneBB03);
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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 SceneScriptBB02::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptBB02::SceneFrameAdvanced(int frame) {
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if (frame == 1) {
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Ambient_Sounds_Play_Sound(kSfxBBELE2, 40, -50, -50, 0);
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}
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if (frame == 124) {
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Ambient_Sounds_Play_Sound(kSfxBBELE2, 40, -50, -50, 0);
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}
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}
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void SceneScriptBB02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptBB02::PlayerWalkedIn() {
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if (Game_Flag_Query(kFlagBB03toBB02)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 86.0f, -415.06f, 174.0f, 0, false, false, false);
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Game_Flag_Reset(kFlagBB03toBB02);
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} else if (Game_Flag_Query(kFlagBB04toBB02)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 35.0f, -415.06f, -27.0f, 0, false, false, false);
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Player_Gains_Control();
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Game_Flag_Reset(kFlagBB04toBB02);
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}
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}
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void SceneScriptBB02::PlayerWalkedOut() {
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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Actor_Set_Invisible(kActorMcCoy, false);
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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(1u);
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}
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void SceneScriptBB02::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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