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authorEugene Sandulenko2016-10-13 23:48:50 +0200
committerGitHub2016-10-13 23:48:50 +0200
commite89c76f63c25e4703a44489d987f1ce481e6d1cf (patch)
treeda4da5c0983098dfcdc2d5e8da21e6b05fa95727 /engines/bladerunner/script/bb51.cpp
parent72c4e0cd7af1ba08229e8c9ada68664847c59047 (diff)
parent577c3b56a528cd58e26882b8924b2a8b9d56148a (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.cpp123
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