scummvm/engines/bladerunner/script/bb11.cpp

133 lines
3.7 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "bladerunner/script/script.h"
namespace BladeRunner {
void ScriptBB11::InitializeScene() {
Setup_Scene_Information(43.39f, -10.27f, -20.52f, 200);
if (!Game_Flag_Query(509)) {
Scene_Exit_Add_2D_Exit(0, 280, 154, 388, 247, 2);
}
Ambient_Sounds_Add_Looping_Sound(101, 90, 0, 1);
Ambient_Sounds_Add_Looping_Sound(99, 45, 0, 1);
Ambient_Sounds_Add_Looping_Sound(100, 76, 0, 1);
Ambient_Sounds_Add_Sound(68, 5, 180, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(69, 5, 180, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(375, 5, 180, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(376, 5, 180, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(377, 5, 180, 50, 100, 0, 0, -101, -101, 0, 0);
if (Game_Flag_Query(509)) {
Preload(19);
Preload(220);
Preload(227);
Preload(328);
Preload(343);
Preload(344);
Preload(17);
Preload(14);
Preload(324);
Preload(323);
Preload(18);
Preload(345);
}
}
void ScriptBB11::SceneLoaded() {
Obstacle_Object("X2AIRCON01", true);
Unclickable_Object("X2AIRCON01");
if (Game_Flag_Query(509)) {
Unobstacle_Object("X2PIPES01", true);
Unobstacle_Object("X2PIPES02", true);
Unobstacle_Object("X2PIPES03", true);
Unobstacle_Object("X2_VENTS05", true);
Unobstacle_Object("X2_VENTSCYL05", true);
}
}
bool ScriptBB11::MouseClick(int x, int y) {
return false;
}
bool ScriptBB11::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool ScriptBB11::ClickedOnActor(int actorId) {
return false;
}
bool ScriptBB11::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool ScriptBB11::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, 43.39f, -10.27f, -68.52f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(223);
Set_Enter(25, 11);
}
return true;
}
return false;
}
bool ScriptBB11::ClickedOn2DRegion(int region) {
return false;
}
void ScriptBB11::SceneFrameAdvanced(int frame) {
if (Actor_Query_Goal_Number(8) == 105 && !Game_Flag_Query(375)) {
Actor_Change_Animation_Mode(0, 48);
Game_Flag_Set(375);
} else {
if (frame == 1) {
Sound_Play(74, 10, -100, 100, 50);
}
}
}
void ScriptBB11::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void ScriptBB11::PlayerWalkedIn() {
if (Actor_Query_Goal_Number(8) == 102 && Global_Variable_Query(1) == 2) {
Actor_Set_Invisible(0, true);
Actor_Set_Goal_Number(8, 103);
Music_Play(11, 61, 0, 1, -1, 0, 0);
Player_Loses_Control();
}
}
void ScriptBB11::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
}
void ScriptBB11::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner