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152
engines/bladerunner/script/scene/bb51.cpp
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152
engines/bladerunner/script/scene/bb51.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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void SceneScriptBB51::InitializeScene() {
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Setup_Scene_Information(101.0f, 0.0f, -25.0f, 152);
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Game_Flag_Reset(kFlagBB06toBB51);
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Scene_Exit_Add_2D_Exit(0, 615, 0, 639, 479, 1);
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Scene_Exit_Add_2D_Exit(1, 0, 323, 241, 479, 2);
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Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 28, 0, 1);
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Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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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(kSfxBBGRN3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxHAUNT1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxHAUNT2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Scene_Loop_Start_Special(kSceneLoopModeLoseControl, 0, false);
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Scene_Loop_Set_Default(1);
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#if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix
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#else
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if (Game_Flag_Query(kFlagBB06AndroidDestroyed)) {
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Overlay_Play("BB06OVER", 1, true, true, 0);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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void SceneScriptBB51::SceneLoaded() {
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Obstacle_Object("V2CHESSTBL01", true);
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Clickable_Object("V2CHESSTBL01");
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Clickable_Object("TOP02");
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}
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bool SceneScriptBB51::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptBB51::ClickedOn3DObject(const char *objectName, bool a2) {
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if (Object_Query_Click("V2CHESSTBL01", objectName)) {
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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// acquire chess clue
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if (!Actor_Clue_Query(kActorMcCoy, kClueChessTable)) {
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Actor_Clue_Acquire(kActorMcCoy, kClueChessTable, true, -1);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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Actor_Face_Object(kActorMcCoy, "V2CHESSTBL01", true);
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Actor_Voice_Over(80, kActorVoiceOver);
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Actor_Voice_Over(90, kActorVoiceOver);
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}
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if (Object_Query_Click("TOP02", objectName)) {
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Actor_Face_Object(kActorMcCoy, "TOP02", true);
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Actor_Voice_Over(100, kActorVoiceOver);
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Actor_Voice_Over(110, kActorVoiceOver);
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Actor_Voice_Over(120, kActorVoiceOver);
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}
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return false;
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}
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bool SceneScriptBB51::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptBB51::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptBB51::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 76.0f, 0.0f, 79.0f, 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(kFlagBB51toBB06a);
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Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB06);
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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, 55.0f, 0.0f, -96.0f, 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(kFlagBB51toBB06b);
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Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB06);
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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 SceneScriptBB51::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptBB51::SceneFrameAdvanced(int frame) {
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#if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix
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#else
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// Scene Transition loop frames range from 0 to 14
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// keep destroyedDoll overlay for 2-3 frames - to minimize weird effect
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if (frame == 2) { // executed once during transition to BB51 (chess sub space)
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if (Game_Flag_Query(kFlagBB06AndroidDestroyed)) {
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Overlay_Remove("BB06OVER");
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}
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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void SceneScriptBB51::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptBB51::PlayerWalkedIn() {
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}
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void SceneScriptBB51::PlayerWalkedOut() {
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}
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void SceneScriptBB51::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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