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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/tb03.cpp | |
parent | 72c4e0cd7af1ba08229e8c9ada68664847c59047 (diff) | |
parent | 577c3b56a528cd58e26882b8924b2a8b9d56148a (diff) | |
download | scummvm-rg350-e89c76f63c25e4703a44489d987f1ce481e6d1cf.tar.gz scummvm-rg350-e89c76f63c25e4703a44489d987f1ce481e6d1cf.tar.bz2 scummvm-rg350-e89c76f63c25e4703a44489d987f1ce481e6d1cf.zip |
Merge pull request #836 from peterkohaut/bladerunner
BLADERUNNER: added basic support for blade runner game
Diffstat (limited to 'engines/bladerunner/script/tb03.cpp')
-rw-r--r-- | engines/bladerunner/script/tb03.cpp | 155 |
1 files changed, 155 insertions, 0 deletions
diff --git a/engines/bladerunner/script/tb03.cpp b/engines/bladerunner/script/tb03.cpp new file mode 100644 index 0000000000..5a2996f6d9 --- /dev/null +++ b/engines/bladerunner/script/tb03.cpp @@ -0,0 +1,155 @@ +/* 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 ScriptTB03::InitializeScene() { + if (Game_Flag_Query(448)) { + Setup_Scene_Information(-260.0f, 0.15f, 2014.0f, 276); + } else { + Setup_Scene_Information(-152.0f, 0.0f, 1890.0f, 500); + } + Scene_Exit_Add_2D_Exit(0, 25, 227, 81, 300, 0); + Scene_Exit_Add_2D_Exit(1, 298, 0, 639, 305, 0); + Ambient_Sounds_Add_Looping_Sound(211, 16, 0, 1); + Ambient_Sounds_Add_Sound(212, 2, 15, 16, 20, 0, 0, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(213, 2, 15, 16, 20, 0, 0, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(214, 2, 20, 16, 20, 0, 0, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(215, 2, 15, 16, 20, 0, 0, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(216, 2, 15, 16, 20, 0, 0, -101, -101, 0, 0); + if (Global_Variable_Query(1) <= 3) { + Ambient_Sounds_Add_Looping_Sound(45, 25, 0, 1); + Ambient_Sounds_Add_Sound(181, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(182, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(183, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(184, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(185, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(186, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(188, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(189, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(190, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(191, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(192, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(193, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(194, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(195, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); + } + Actor_Put_In_Set(17, 17); + Actor_Set_At_XYZ(17, -38.53f, 2.93f, 1475.97f, 673); + if (Global_Variable_Query(1) == 4) { + int goal = Actor_Query_Goal_Number(17); + if (goal == 304) { + Actor_Change_Animation_Mode(17, 0); + Actor_Set_Goal_Number(24, 399); + } else if (goal != 302) { + Actor_Set_Goal_Number(17, 300); + } + } + if (Game_Flag_Query(448)) { + if (Game_Flag_Query(549)) { + Scene_Loop_Set_Default(1); + } else { + Scene_Loop_Start_Special(0, 0, 0); + Scene_Loop_Set_Default(1); + Game_Flag_Set(549); + } + Game_Flag_Reset(448); + } else { + Scene_Loop_Start_Special(0, 0, 0); + Scene_Loop_Set_Default(1); + } +} + +void ScriptTB03::SceneLoaded() { + Obstacle_Object("SPHERE02", true); +} + +bool ScriptTB03::MouseClick(int x, int y) { + return false; +} + +bool ScriptTB03::ClickedOn3DObject(const char *objectName, bool a2) { + return false; +} + +bool ScriptTB03::ClickedOnActor(int actorId) { + return false; +} + +bool ScriptTB03::ClickedOnItem(int itemId, bool a2) { + return false; +} + +bool ScriptTB03::ClickedOnExit(int exitId) { + if (exitId == 0) { + if (!Loop_Actor_Walk_To_XYZ(0, -260.0f, 0.15f, 2014.0f, 0, 1, false, 0)) { + Actor_Set_Goal_Number(17, 304); + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Game_Flag_Set(447); + Set_Enter(88, 101); + } + return true; + } + if (exitId == 1) { + if (!Loop_Actor_Walk_To_XYZ(0, -152.0f, 0.0f, 1774.0f, 0, 1, false, 0)) { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Game_Flag_Set(155); + Set_Enter(17, 82); + Async_Actor_Walk_To_XYZ(0, -152.0f, 0.0f, 1702.0f, 0, false); + } + return true; + } + return false; +} + +bool ScriptTB03::ClickedOn2DRegion(int region) { + return false; +} + +void ScriptTB03::SceneFrameAdvanced(int frame) { +} + +void ScriptTB03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { +} + +void ScriptTB03::PlayerWalkedIn() { + if (Actor_Query_Goal_Number(17) == 304) { + Player_Set_Combat_Mode(false); + Actor_Says(24, 260, -1); + Actor_Says(0, 170, 14); + Delay(1000); + Actor_Set_Goal_Number(0, 500); + } +} + +void ScriptTB03::PlayerWalkedOut() { + Music_Stop(2); +} + +void ScriptTB03::DialogueQueueFlushed(int a1) { +} + +} // End of namespace BladeRunner |