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author | Peter Kohaut | 2017-03-23 16:20:10 +0100 |
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committer | Peter Kohaut | 2017-03-23 16:20:10 +0100 |
commit | 1c083fe0004c2b952da3bd8e45de0c4139f62786 (patch) | |
tree | e5c1da202a2fc646a0dfa45da4af62ba53828c40 /engines/bladerunner/script/scene/tb07.cpp | |
parent | 4fe4cc8c0e975c3d5a3888f65335003108027a22 (diff) | |
download | scummvm-rg350-1c083fe0004c2b952da3bd8e45de0c4139f62786.tar.gz scummvm-rg350-1c083fe0004c2b952da3bd8e45de0c4139f62786.tar.bz2 scummvm-rg350-1c083fe0004c2b952da3bd8e45de0c4139f62786.zip |
BLADERUNNER: Reorganized script files
Diffstat (limited to 'engines/bladerunner/script/scene/tb07.cpp')
-rw-r--r-- | engines/bladerunner/script/scene/tb07.cpp | 290 |
1 files changed, 290 insertions, 0 deletions
diff --git a/engines/bladerunner/script/scene/tb07.cpp b/engines/bladerunner/script/scene/tb07.cpp new file mode 100644 index 0000000000..31c19423e9 --- /dev/null +++ b/engines/bladerunner/script/scene/tb07.cpp @@ -0,0 +1,290 @@ +/* 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/scene.h" + +namespace BladeRunner { + +void SceneScriptTB07::InitializeScene() { + Setup_Scene_Information(68.0f, 12.0f, 288.0f, 0); + Scene_Exit_Add_2D_Exit(0, 383, 445, 639, 479, 2); + Ambient_Sounds_Add_Looping_Sound(109, 20, 0, 1); + Ambient_Sounds_Add_Sound(363, 2, 55, 14, 14, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(364, 2, 55, 14, 14, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(365, 2, 55, 14, 14, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(366, 2, 55, 14, 14, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(212, 1, 15, 20, 25, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(213, 1, 15, 20, 25, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(214, 1, 20, 20, 25, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(215, 1, 15, 20, 25, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(216, 1, 15, 20, 25, -100, 100, -101, -101, 0, 0); + if (Global_Variable_Query(1) == 4 && !Actor_Clue_Query(0, 147)) { + Item_Add_To_World(83, 941, 18, 9.7f, 48.7f, -174.22f, 0, 12, 12, false, true, false, true); + } + if (Game_Flag_Query(661)) { + Scene_Loop_Set_Default(3); + } else { + Scene_Loop_Set_Default(0); + } +} + +void SceneScriptTB07::SceneLoaded() { + Obstacle_Object("EAGLE01", true); + Clickable_Object("EAGLE01"); +} + +bool SceneScriptTB07::MouseClick(int x, int y) { + return false; +} + +bool SceneScriptTB07::ClickedOn3DObject(const char *objectName, bool a2) { + return false; +} + +bool SceneScriptTB07::ClickedOnActor(int actorId) { + return false; +} + +bool SceneScriptTB07::ClickedOnItem(int itemId, bool a2) { + if (!Loop_Actor_Walk_To_Item(0, itemId, 36, 1, false)) { + Actor_Face_Item(0, itemId, true); + if (itemId == 83) { + Item_Pickup_Spin_Effect(941, 331, 296); + Actor_Clue_Acquire(0, 147, 0, -1); + } + Item_Remove_From_World(itemId); + } + return false; +} + +bool SceneScriptTB07::ClickedOnExit(int exitId) { + if (exitId == 0) { + if (!Loop_Actor_Walk_To_XYZ(0, 68.0f, 12.0f, 288.0f, 0, 1, false, 0)) { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + if (Global_Variable_Query(1) == 4) { + Game_Flag_Set(608); + Set_Enter(17, 82); + } else { + Game_Flag_Reset(176); + Game_Flag_Reset(182); + Game_Flag_Reset(179); + Game_Flag_Reset(178); + Game_Flag_Reset(258); + Game_Flag_Reset(257); + Game_Flag_Reset(261); + Game_Flag_Reset(450); + switch (Spinner_Interface_Choose_Dest(-1, 0)) { + case 9: + Game_Flag_Set(257); + Game_Flag_Reset(307); + Game_Flag_Set(256); + Set_Enter(37, 34); + break; + case 8: + Game_Flag_Set(181); + Game_Flag_Reset(307); + Game_Flag_Set(255); + Set_Enter(54, 54); + break; + case 7: + Game_Flag_Set(258); + Game_Flag_Reset(307); + Game_Flag_Set(254); + Set_Enter(20, 2); + break; + case 6: + Game_Flag_Set(177); + Game_Flag_Reset(307); + Game_Flag_Set(253); + Set_Enter(7, 25); + break; + case 4: + Game_Flag_Set(180); + Game_Flag_Reset(307); + Game_Flag_Set(252); + Set_Enter(0, 0); + break; + case 3: + Game_Flag_Set(176); + Game_Flag_Reset(307); + Game_Flag_Set(248); + Set_Enter(4, 13); + break; + case 2: + Game_Flag_Set(182); + Game_Flag_Reset(307); + Game_Flag_Set(249); + Set_Enter(69, 78); + break; + case 1: + Game_Flag_Set(179); + Game_Flag_Reset(307); + Game_Flag_Set(250); + Set_Enter(49, 48); + break; + case 0: + Game_Flag_Set(178); + Game_Flag_Reset(307); + Game_Flag_Set(251); + Set_Enter(61, 65); + break; + default: + Game_Flag_Set(261); + Loop_Actor_Walk_To_XYZ(0, 44.0f, 12.0f, 176.0f, 0, 0, false, 0); + break; + } + } + } + return true; + } + return false; +} + +bool SceneScriptTB07::ClickedOn2DRegion(int region) { + return false; +} + +void SceneScriptTB07::SceneFrameAdvanced(int frame) { + if (frame == 66) { + Ambient_Sounds_Play_Sound(591, 20, 99, 0, 0); + } + //return false; +} + +void SceneScriptTB07::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { +} + +void SceneScriptTB07::PlayerWalkedIn() { + int v0 = Global_Variable_Query(1); + Loop_Actor_Walk_To_XYZ(0, 44.0f, 12.0f, 176.0f, 0, 0, false, 0); + if ((v0 == 2 || v0 == 3) && !Game_Flag_Query(612)) { + Player_Set_Combat_Mode(false); + sub_401B0C(); + } +} + +void SceneScriptTB07::PlayerWalkedOut() { +} + +void SceneScriptTB07::DialogueQueueFlushed(int a1) { +} + +void SceneScriptTB07::sub_401B0C() { + Game_Flag_Set(612); + Delay(1500); + Loop_Actor_Walk_To_XYZ(0, 44.98f, 12.0f, 49.79f, 0, 0, false, 0); + Actor_Face_Heading(0, 178, true); + Delay(3000); + Actor_Put_In_Set(57, 18); + Actor_Set_At_XYZ(57, -260.15f, 12.0f, -19.16f, 256); + Actor_Change_Animation_Mode(57, 0); + Outtake_Play(39, 1, -1); + Loop_Actor_Walk_To_XYZ(57, -146.15f, 12.0f, -5.84f, 0, 0, false, 0); + Actor_Face_Actor(57, 0, true); + Actor_Says(57, 480, 14); + Actor_Face_Actor(0, 57, true); + Actor_Says(0, 5315, 9); + Actor_Says(57, 490, 3); + Actor_Face_Heading(0, 178, true); + Actor_Says(0, 5320, 15); + Actor_Says_With_Pause(0, 5325, 1.0f, 19); + Actor_Start_Speech_Sample(57, 500); + Loop_Actor_Walk_To_XYZ(57, -60.15f, 12.0f, 60.84f, 0, 0, false, 0); + Actor_Face_Actor(57, 0, true); + Actor_Face_Actor(0, 57, true); + Actor_Says(0, 5330, 14); + Actor_Says(57, 510, 12); + Actor_Says(0, 5335, 16); + Actor_Says(57, 520, 17); + Actor_Says(0, 5340, 3); + Actor_Start_Speech_Sample(57, 530); + Loop_Actor_Walk_To_XYZ(57, -4.15f, 12.0f, 54.73f, 0, 0, false, 0); + Actor_Says(57, 540, 16); + Actor_Says(0, 5345, 18); + Actor_Says(57, 550, 13); + Actor_Says(57, 570, 18); + Actor_Says_With_Pause(0, 5350, 0.0f, 18); + Actor_Says(57, 580, 16); + Actor_Says(0, 5355, 16); + Actor_Says(57, 590, 17); + Actor_Says(0, 5360, 17); + Actor_Says(0, 5365, 13); + Actor_Says_With_Pause(57, 600, 1.0f, 12); + Actor_Says(0, 5370, 3); + Loop_Actor_Walk_To_XYZ(57, -24.15f, 12.0f, -10.84f, 0, 0, false, 0); + Actor_Says(57, 610, 13); + Actor_Face_Actor(0, 57, true); + Actor_Says(0, 5375, 18); + Actor_Says(0, 5380, 19); + Actor_Face_Actor(57, 0, true); + Actor_Says(57, 620, 18); + Actor_Says_With_Pause(0, 5385, 2.0f, 12); + Actor_Says_With_Pause(0, 5390, 2.0f, 14); + Actor_Says(0, 5395, 15); + Actor_Says_With_Pause(57, 630, 0.0f, 14); + Actor_Says(0, 5400, 18); + Actor_Says(0, 5405, 3); + Actor_Says(57, 640, 12); + Actor_Says(0, 5410, 16); + Actor_Says(57, 650, 15); + Actor_Says_With_Pause(0, 5415, 1.0f, 17); + Actor_Says(0, 5420, 14); + Actor_Says(57, 660, 15); + Actor_Put_In_Set(51, 18); + Actor_Set_At_XYZ(51, 68.0f, 12.0f, 288.0f, 0); + Actor_Change_Animation_Mode(51, 0); + Scene_Loop_Set_Default(3); + Scene_Loop_Start_Special(2, 2, 0); + Actor_Start_Speech_Sample(51, 0); + Loop_Actor_Walk_To_XYZ(51, 44.0f, 12.0f, 176.0f, 0, 0, false, 0); + Actor_Face_Actor(51, 0, true); + Actor_Face_Actor(0, 51, true); + Actor_Face_Actor(57, 51, true); + Actor_Says(51, 10, 12); + Actor_Says(51, 20, 3); + Actor_Says(51, 30, 12); + Actor_Says(0, 5425, 18); + Actor_Set_Goal_Number(57, 200); + Actor_Says(51, 40, 15); + Actor_Start_Speech_Sample(51, 50); + Loop_Actor_Walk_To_XYZ(51, -10.0f, 12.0f, 100.0f, 0, 0, false, 0); + Actor_Face_Actor(51, 0, true); + Actor_Face_Actor(0, 51, true); + Actor_Says(0, 5430, 17); + Actor_Says(0, 5435, 16); + Actor_Says(51, 60, 14); + Actor_Face_Actor(0, 51, true); + Actor_Says(0, 5440, 14); + Actor_Says(51, 70, 13); + Actor_Says(0, 5445, 15); + Actor_Says_With_Pause(51, 80, 1.0f, 12); + Actor_Says(51, 90, 15); + Actor_Says_With_Pause(0, 5450, 1.0f, 15); + Actor_Says(0, 5455, 12); + Actor_Says(51, 100, 14); + Actor_Clue_Acquire(0, 278, 0, 57); + Actor_Clue_Acquire(0, 279, 0, 51); + Loop_Actor_Walk_To_XYZ(51, -260.15f, 12.0f, -19.16f, 0, 0, false, 0); +} + +} // End of namespace BladeRunner |