Initial commit
This commit is contained in:
214
engines/bladerunner/script/scene/bb10.cpp
Normal file
214
engines/bladerunner/script/scene/bb10.cpp
Normal file
@@ -0,0 +1,214 @@
|
||||
/* 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 3 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, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
*/
|
||||
|
||||
#include "bladerunner/script/scene_script.h"
|
||||
|
||||
namespace BladeRunner {
|
||||
|
||||
void SceneScriptBB10::InitializeScene() {
|
||||
if (Game_Flag_Query(kFlagBB11toBB10)) {
|
||||
Setup_Scene_Information(255.29f, 90.24f, -103.0f, 830);
|
||||
} else if (Game_Flag_Query(kFlagBB09toBB10b)) {
|
||||
Game_Flag_Reset(kFlagBB09toBB10b);
|
||||
Setup_Scene_Information(151.67f, 66.84f, -313.06f, 0);
|
||||
} else {
|
||||
Setup_Scene_Information(199.67f, 67.4f, -169.06f, 628);
|
||||
}
|
||||
|
||||
if (Global_Variable_Query(kVariableBB10ShelvesAvailable) > 2) {
|
||||
Scene_Exit_Add_2D_Exit(0, 281, 0, 531, 115, 0);
|
||||
}
|
||||
|
||||
Scene_Exit_Add_2D_Exit(1, 58, 91, 193, 401, 3);
|
||||
|
||||
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
|
||||
Ambient_Sounds_Add_Looping_Sound(kSfxRAINALY1, 76, 0, 1);
|
||||
Ambient_Sounds_Add_Sound(kSfxSCARY4, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
|
||||
Ambient_Sounds_Add_Sound(kSfxSCARY5, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
|
||||
Ambient_Sounds_Add_Sound(kSfxSCARY6, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
|
||||
Ambient_Sounds_Add_Sound(kSfxSCARY7, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
|
||||
Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
|
||||
Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
|
||||
Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
|
||||
Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
|
||||
Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
|
||||
Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
|
||||
Ambient_Sounds_Add_Sound(kSfxHAUNT1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
|
||||
Ambient_Sounds_Add_Sound(kSfxHAUNT2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
|
||||
|
||||
if (!Game_Flag_Query(kFlagBB10Shelf1Available)) {
|
||||
Scene_2D_Region_Add(0, 458, 99, 522, 133);
|
||||
Overlay_Play("BB10OVR1", 0, true, false, 0);
|
||||
}
|
||||
if (!Game_Flag_Query(kFlagBB10Shelf2Available)) {
|
||||
Scene_2D_Region_Add(1, 459, 164, 522, 193);
|
||||
Overlay_Play("BB10OVR2", 0, true, false, 0);
|
||||
}
|
||||
if (!Game_Flag_Query(kFlagBB10Shelf3Available)) {
|
||||
Scene_2D_Region_Add(2, 458, 194, 522, 223);
|
||||
Overlay_Play("BB10OVR3", 0, true, false, 0);
|
||||
}
|
||||
if (!Game_Flag_Query(kFlagBB10Shelf4Available)) {
|
||||
Scene_2D_Region_Add(3, 458, 255, 522, 278);
|
||||
Overlay_Play("BB10OVR4", 0, true, false, 0);
|
||||
}
|
||||
if (!Game_Flag_Query(kFlagBB10Shelf5Available)) {
|
||||
Scene_2D_Region_Add(4, 458, 316, 522, 335);
|
||||
Overlay_Play("BB10OVR5", 0, true, false, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void SceneScriptBB10::SceneLoaded() {
|
||||
Obstacle_Object("BARB NIGHT", true);
|
||||
Unclickable_Object("BARB NIGHT");
|
||||
Unobstacle_Object("Box-Floor Hole01", true);
|
||||
Unobstacle_Object("Box-Floor Hole02", true);
|
||||
Unobstacle_Object("Box-Floor Hole03", true);
|
||||
}
|
||||
|
||||
bool SceneScriptBB10::MouseClick(int x, int y) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SceneScriptBB10::ClickedOn3DObject(const char *objectName, bool a2) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SceneScriptBB10::ClickedOnActor(int actorId) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SceneScriptBB10::ClickedOnItem(int itemId, bool a2) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SceneScriptBB10::ClickedOnExit(int exitId) {
|
||||
if (exitId == 0) {
|
||||
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 225.58f, 67.2f, -102.1f, 0, true, false, false)) {
|
||||
Player_Set_Combat_Mode(false);
|
||||
Actor_Face_Heading(kActorMcCoy, 274, false);
|
||||
Footstep_Sound_Override_On(2);
|
||||
Loop_Actor_Travel_Stairs(kActorMcCoy, 2, true, kAnimationModeIdle);
|
||||
Footstep_Sound_Override_Off();
|
||||
Footstep_Sound_Override_On(2);
|
||||
Loop_Actor_Travel_Ladder(kActorMcCoy, 3, true, kAnimationModeIdle);
|
||||
Footstep_Sound_Override_Off();
|
||||
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
|
||||
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
|
||||
Game_Flag_Set(kFlagBB10toBB11);
|
||||
Set_Enter(kSetBB11, kSceneBB11);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
if (exitId == 1) {
|
||||
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 206.01f, 66.84f, -261.62f, 0, true, false, false)
|
||||
&& !Loop_Actor_Walk_To_XYZ(kActorMcCoy, 151.67f, 66.84f, -313.06f, 0, true, false, false)
|
||||
) {
|
||||
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
|
||||
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
|
||||
Game_Flag_Reset(kFlagBB09toBB10a);
|
||||
Game_Flag_Set(kFlagBB10toBB09);
|
||||
Set_Enter(kSetBB09, kSceneBB09);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SceneScriptBB10::ClickedOn2DRegion(int region) {
|
||||
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 225.58f, 67.2f, -102.1f, 0, true, false, false)) {
|
||||
Actor_Face_Heading(kActorMcCoy, 274, false);
|
||||
Sound_Play(Random_Query(kSfxGLASSY1, kSfxGLASSY2), 40, 70, 70, 50);
|
||||
switch (region) {
|
||||
case 0:
|
||||
Overlay_Remove("BB10OVR1");
|
||||
Game_Flag_Set(kFlagBB10Shelf1Available);
|
||||
Scene_2D_Region_Remove(0);
|
||||
break;
|
||||
|
||||
case 1:
|
||||
Overlay_Remove("BB10OVR2");
|
||||
Game_Flag_Set(kFlagBB10Shelf2Available);
|
||||
Scene_2D_Region_Remove(1);
|
||||
break;
|
||||
|
||||
case 2:
|
||||
Overlay_Remove("BB10OVR3");
|
||||
Game_Flag_Set(kFlagBB10Shelf3Available);
|
||||
Scene_2D_Region_Remove(2);
|
||||
break;
|
||||
|
||||
case 3:
|
||||
Overlay_Remove("BB10OVR4");
|
||||
Game_Flag_Set(kFlagBB10Shelf4Available);
|
||||
Scene_2D_Region_Remove(3);
|
||||
break;
|
||||
|
||||
case 4:
|
||||
Overlay_Remove("BB10OVR5");
|
||||
Game_Flag_Set(kFlagBB10Shelf5Available);
|
||||
Scene_2D_Region_Remove(4);
|
||||
break;
|
||||
}
|
||||
|
||||
Global_Variable_Increment(kVariableBB10ShelvesAvailable, 1);
|
||||
if (Global_Variable_Query(kVariableBB10ShelvesAvailable) > 4) {
|
||||
Scene_Exit_Add_2D_Exit(0, 281, 0, 531, 115, 0);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void SceneScriptBB10::SceneFrameAdvanced(int frame) {
|
||||
}
|
||||
|
||||
void SceneScriptBB10::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
|
||||
}
|
||||
|
||||
void SceneScriptBB10::PlayerWalkedIn() {
|
||||
if (Game_Flag_Query(kFlagBB09toBB10a)) {
|
||||
Player_Loses_Control();
|
||||
Actor_Set_At_XYZ(kActorMcCoy, 214.01f, 66.84f, -349.62f, 462);
|
||||
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 206.01f, 66.84f, -261.62f, 0, false, false, false);
|
||||
Player_Gains_Control();
|
||||
Game_Flag_Reset(kFlagBB09toBB10a);
|
||||
} else if (Game_Flag_Query(kFlagBB11toBB10)) {
|
||||
Actor_Set_At_XYZ(kActorMcCoy, 249.58f, 127.2f, -102.1f, 256);
|
||||
Footstep_Sound_Override_On(2);
|
||||
Loop_Actor_Travel_Ladder(kActorMcCoy, 3, false, kAnimationModeIdle);
|
||||
Footstep_Sound_Override_Off();
|
||||
Actor_Face_Heading(kActorMcCoy, 768, false);
|
||||
Footstep_Sound_Override_On(2);
|
||||
Loop_Actor_Travel_Stairs(kActorMcCoy, 3, false, kAnimationModeIdle);
|
||||
Footstep_Sound_Override_Off();
|
||||
Game_Flag_Reset(kFlagBB11toBB10);
|
||||
}
|
||||
}
|
||||
|
||||
void SceneScriptBB10::PlayerWalkedOut() {
|
||||
}
|
||||
|
||||
void SceneScriptBB10::DialogueQueueFlushed(int a1) {
|
||||
}
|
||||
|
||||
} // End of namespace BladeRunner
|
||||
Reference in New Issue
Block a user