Files
scummvm-cursorfix/engines/bladerunner/script/scene/ug12.cpp
2026-02-02 04:50:13 +01:00

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