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2026-02-02 04:50:13 +01:00

154 lines
5.6 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 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 SceneScriptBB08::InitializeScene() {
if (Game_Flag_Query(kFlagBB09toBB08)) {
#if BLADERUNNER_ORIGINAL_BUGS
Setup_Scene_Information(204.0f, 0.0f, 92.0f, 875);
#else
Setup_Scene_Information(204.0f, 96.1f, 94.0f, 256);
#endif
} else {
Setup_Scene_Information(247.0f, 0.0f, 27.0f, 790);
}
Scene_Exit_Add_2D_Exit(0, 307, 0, 361, 238, 0);
Scene_Exit_Add_2D_Exit(1, 117, 38, 214, 245, 0);
Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 44, 0, 1);
Ambient_Sounds_Add_Sound(kSfxBBDRIP1, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP2, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP3, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP4, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBDRIP5, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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(kFlagBB08Entered)) {
Overlay_Play("BB08OVER", 0, false, false, 0); // Sadik's shadow going up
Game_Flag_Set(kFlagBB08Entered);
}
}
void SceneScriptBB08::SceneLoaded() {
Obstacle_Object("BATHTUB", true);
Unobstacle_Object("DOORWAY", true);
Unclickable_Object("BATHTUB");
}
bool SceneScriptBB08::MouseClick(int x, int y) {
return false;
}
bool SceneScriptBB08::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptBB08::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptBB08::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptBB08::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 204.0f, 0.1f, 94.0f, 0, true, false, false)) {
Actor_Face_Heading(kActorMcCoy, 256, false);
Footstep_Sound_Override_On(2);
Loop_Actor_Travel_Ladder(kActorMcCoy, 8, true, kAnimationModeIdle);
Footstep_Sound_Override_Off();
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagBB08toBB09);
Set_Enter(kSetBB09, kSceneBB09);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 247.0f, 0.1f, 27.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1u);
Game_Flag_Set(kFlagBB08toBB12);
Set_Enter(kSetBB12, kSceneBB12);
}
return true;
}
return false;
}
bool SceneScriptBB08::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptBB08::SceneFrameAdvanced(int frame) {
}
void SceneScriptBB08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptBB08::PlayerWalkedIn() {
if (Game_Flag_Query(kFlagBB09toBB08)) {
#if BLADERUNNER_ORIGINAL_BUGS
#else
// prevents a sling-shot effect whereby McCoy reverts to the position vector
// he had in the previous room (BB09), if he just started walking before exiting BB09
// this bug would result in McCoy teleporting to the right of this scene (BB08)
// and he would often then glitch through the bathtub.
// Also he would skip the climbing down stairs animation altogether
// The bug seems to be particular only to this case of McCoy climbing down a ladder
Actor_Force_Stop_Walking(kActorMcCoy);
#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Set_At_XYZ(kActorMcCoy, 204.0f, 96.1f, 94.0f, 256);
Footstep_Sound_Override_On(2);
Loop_Actor_Travel_Ladder(kActorMcCoy, 8, false, kAnimationModeIdle);
Footstep_Sound_Override_Off();
Actor_Face_Heading(kActorMcCoy, 768, false);
Game_Flag_Reset(kFlagBB09toBB08);
} else {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 188.0f, 0.1f, 28.0f, 0, false, false, false);
}
}
void SceneScriptBB08::PlayerWalkedOut() {
}
void SceneScriptBB08::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner