Files
scummvm-cursorfix/engines/bladerunner/script/scene/bb10.cpp
2026-02-02 04:50:13 +01:00

215 lines
7.2 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 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