120 lines
3.9 KiB
C++
120 lines
3.9 KiB
C++
/* 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 SceneScriptKP04::InitializeScene() {
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if (Game_Flag_Query(kFlagKP05toKP04)) {
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Setup_Scene_Information(-544.0f, 94.89f, 288.0f, 700);
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} else {
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Setup_Scene_Information(-905.0f, 94.89f, 1357.0f, 970);
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}
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Scene_Exit_Add_2D_Exit(0, 0, 455, 639, 479, 2);
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Scene_Exit_Add_2D_Exit(1, 475, 247, 514, 416, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxKPAMB1, 34, 1, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxSKINBED1, 27, 1, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxRUMLOOP1, 90, 1, 1);
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Ambient_Sounds_Add_Sound(kSfxSCARY1, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSCARY2, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSCARY3, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER2, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER3, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER4, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSCARY4, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSCARY5, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSCARY6, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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}
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void SceneScriptKP04::SceneLoaded() {
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Obstacle_Object("BUILDING04", true);
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Unobstacle_Object("BOX06", true);
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Unclickable_Object("BUILDING04");
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}
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bool SceneScriptKP04::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptKP04::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptKP04::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptKP04::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptKP04::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -905.0f, 94.89f, 1357.0f, 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(kFlagKP04toKP01);
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Set_Enter(kSetKP01, kSceneKP01);
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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, -544.0f, 94.89f, 288.0f, 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(kFlagKP04toKP05);
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Set_Enter(kSetKP05_KP06, kSceneKP05);
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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 SceneScriptKP04::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptKP04::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptKP04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptKP04::PlayerWalkedIn() {
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if (Game_Flag_Query(kFlagKP05toKP04)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -584.0f, 94.89f, 288.0f, 0, false, false, false);
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Game_Flag_Reset(kFlagKP05toKP04);
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} else {
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Game_Flag_Reset(kFlagKP01toKP04);
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}
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}
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void SceneScriptKP04::PlayerWalkedOut() {
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}
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void SceneScriptKP04::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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