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135
engines/bladerunner/script/scene/ug12.cpp
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135
engines/bladerunner/script/scene/ug12.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 SceneScriptUG12::InitializeScene() {
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if (Game_Flag_Query(kFlagKP02toUG12)) {
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Setup_Scene_Information(207.0f, -126.21f, -364.0f, 561);
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Game_Flag_Reset(kFlagKP02toUG12);
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} else {
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Setup_Scene_Information(375.0f, -126.21f, 180.0f, 730);
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Game_Flag_Reset(kFlagUG14toUG12);
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}
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Scene_Exit_Add_2D_Exit(0, 538, 222, 615, 346, 1);
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if (Game_Flag_Query(kFlagKP02Available)) {
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Scene_Exit_Add_2D_Exit(1, 334, 176, 426, 266, 0);
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}
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Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 47, 60, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 40, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxUGBED2, 40, 0, 1);
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Ambient_Sounds_Add_Sound(kSfxBBDRIP1, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBDRIP2, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxYELL1M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxGRUNT1M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxGRUNT2M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBDRIP3, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBDRIP4, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBDRIP5, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
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if (Game_Flag_Query(kFlagKP02Available)) {
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Scene_Loop_Set_Default(2);
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} else {
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Scene_Loop_Set_Default(0);
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}
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}
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void SceneScriptUG12::SceneLoaded() {
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Unobstacle_Object("GATE1", true);
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Obstacle_Object("TRAIN WRECK", true);
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}
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bool SceneScriptUG12::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptUG12::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptUG12::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptUG12::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptUG12::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 375.0f, -126.21f, 180.0f, 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(kFlagUG12toUG14);
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Set_Enter(kSetUG14, kSceneUG14);
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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, 207.0f, -126.21f, -364.0f, 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(kFlagUG12toKP02);
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Set_Enter(kSetKP02, kSceneKP02);
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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 SceneScriptUG12::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptUG12::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptUG12::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptUG12::PlayerWalkedIn() {
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#if !BLADERUNNER_ORIGINAL_BUGS
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// UG12 scene is in the same set as CT08 and CT51 (kSetCT08_CT51_UG12 : 6)
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// CT08 and CT51 belong to the Replicant hideout room at Yukon hotel,
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// thus kItemChair is still present and with a bit of pixel hunt also visible in this scene
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// fix: remove rogue clickable chair item in this scene only.
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// This code has to be in PlayerWalkedIn() (which is executed after SceneLoaded() when player enters the scene)
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// and not in SceneLoaded(), as in that method, the item is not yet available in the sceneObjects
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// (SceneObjects::findById() returns -1 for it, in SceneLoaded())
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Item_Remove_From_Current_Scene(kItemChair);
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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}
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void SceneScriptUG12::PlayerWalkedOut() {
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}
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void SceneScriptUG12::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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