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author | Eugene Sandulenko | 2016-10-13 23:48:50 +0200 |
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committer | GitHub | 2016-10-13 23:48:50 +0200 |
commit | e89c76f63c25e4703a44489d987f1ce481e6d1cf (patch) | |
tree | da4da5c0983098dfcdc2d5e8da21e6b05fa95727 /engines/bladerunner/script/bb51.cpp | |
parent | 72c4e0cd7af1ba08229e8c9ada68664847c59047 (diff) | |
parent | 577c3b56a528cd58e26882b8924b2a8b9d56148a (diff) | |
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Merge pull request #836 from peterkohaut/bladerunner
BLADERUNNER: added basic support for blade runner game
Diffstat (limited to 'engines/bladerunner/script/bb51.cpp')
-rw-r--r-- | engines/bladerunner/script/bb51.cpp | 123 |
1 files changed, 123 insertions, 0 deletions
diff --git a/engines/bladerunner/script/bb51.cpp b/engines/bladerunner/script/bb51.cpp new file mode 100644 index 0000000000..38079fa5be --- /dev/null +++ b/engines/bladerunner/script/bb51.cpp @@ -0,0 +1,123 @@ +/* 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 ScriptBB51::InitializeScene() { + Setup_Scene_Information(101.0f, 0.0f, -25.0f, 152); + Game_Flag_Reset(393); + Scene_Exit_Add_2D_Exit(0, 615, 0, 639, 479, 1); + Scene_Exit_Add_2D_Exit(1, 0, 323, 241, 479, 2); + Ambient_Sounds_Add_Looping_Sound(103, 28, 0, 1); + Ambient_Sounds_Add_Sound(303, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(304, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(443, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(444, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(445, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(446, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(305, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(306, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(307, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(308, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(309, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(310, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); + Scene_Loop_Start_Special(0, 0, 0); + Scene_Loop_Set_Default(1); +} + +void ScriptBB51::SceneLoaded() { + Obstacle_Object("V2CHESSTBL01", true); + Clickable_Object("V2CHESSTBL01"); + Clickable_Object("TOP02"); +} + +bool ScriptBB51::MouseClick(int x, int y) { + return false; +} + +bool ScriptBB51::ClickedOn3DObject(const char *objectName, bool a2) { + if (Object_Query_Click("V2CHESSTBL01", objectName)) { + Actor_Face_Object(0, "V2CHESSTBL01", true); + Actor_Voice_Over(80, 99); + Actor_Voice_Over(90, 99); + } + if (Object_Query_Click("TOP02", objectName)) { + Actor_Face_Object(0, "TOP02", true); + Actor_Voice_Over(100, 99); + Actor_Voice_Over(110, 99); + Actor_Voice_Over(120, 99); + } + return false; +} + +bool ScriptBB51::ClickedOnActor(int actorId) { + return false; +} + +bool ScriptBB51::ClickedOnItem(int itemId, bool a2) { + return false; +} + +bool ScriptBB51::ClickedOnExit(int exitId) { + if (exitId == 0) { + if (!Loop_Actor_Walk_To_XYZ(0, 76.0f, 0.0f, 79.0f, 0, 1, false, 0)) { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Game_Flag_Set(394); + Set_Enter(1, 7); + } + return true; + } + if (exitId == 1) { + if (!Loop_Actor_Walk_To_XYZ(0, 55.0f, 0.0f, -96.0f, 0, 1, false, 0)) { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Game_Flag_Set(395); + Set_Enter(1, 7); + } + return true; + } + return false; +} + +bool ScriptBB51::ClickedOn2DRegion(int region) { + return false; +} + +void ScriptBB51::SceneFrameAdvanced(int frame) { +} + +void ScriptBB51::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { +} + +void ScriptBB51::PlayerWalkedIn() { +} + +void ScriptBB51::PlayerWalkedOut() { +} + +void ScriptBB51::DialogueQueueFlushed(int a1) { +} + +} // End of namespace BladeRunner |