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author | Peter Kohaut | 2016-09-10 18:33:04 +0200 |
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committer | Eugene Sandulenko | 2016-09-29 22:33:41 +0200 |
commit | bf44e97d79019c926b214f9f6b109a192d46e2ec (patch) | |
tree | 1e48b1b846253f25233d83f4992743210860d6aa /engines/bladerunner/script/ug14.cpp | |
parent | b67bca20b5db7f3d6473341efd7fabfa6532f465 (diff) | |
download | scummvm-rg350-bf44e97d79019c926b214f9f6b109a192d46e2ec.tar.gz scummvm-rg350-bf44e97d79019c926b214f9f6b109a192d46e2ec.tar.bz2 scummvm-rg350-bf44e97d79019c926b214f9f6b109a192d46e2ec.zip |
BLADERUNNER: added all scene scripts, esper script, kia script, vk script, completed init script. Added decoding of lights from VQA. Moved view from scene.
Diffstat (limited to 'engines/bladerunner/script/ug14.cpp')
-rw-r--r-- | engines/bladerunner/script/ug14.cpp | 193 |
1 files changed, 193 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ug14.cpp b/engines/bladerunner/script/ug14.cpp new file mode 100644 index 0000000000..156f405b0b --- /dev/null +++ b/engines/bladerunner/script/ug14.cpp @@ -0,0 +1,193 @@ +/* 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 ScriptUG14::InitializeScene() { + if (Game_Flag_Query(349)) { + Setup_Scene_Information(-278.0f, 12.97f, -152.0f, 200); + } else if (Game_Flag_Query(344)) { + Setup_Scene_Information(-50.0f, 129.0f, -814.0f, 533); + } else { + Setup_Scene_Information(233.0f, 186.04f, -32.0f, 865); + } + Scene_Exit_Add_2D_Exit(0, 0, 232, 45, 427, 3); + Scene_Exit_Add_2D_Exit(1, 175, 44, 228, 115, 0); + Scene_Exit_Add_2D_Exit(2, 537, 0, 639, 190, 1); + Ambient_Sounds_Add_Looping_Sound(331, 28, 0, 1); + Ambient_Sounds_Add_Looping_Sound(332, 40, 0, 1); + Ambient_Sounds_Add_Looping_Sound(333, 40, 0, 1); + Ambient_Sounds_Add_Sound(291, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0); + Ambient_Sounds_Add_Sound(292, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0); + Ambient_Sounds_Add_Sound(401, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); + Ambient_Sounds_Add_Sound(402, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); + Ambient_Sounds_Add_Sound(369, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); + Ambient_Sounds_Add_Sound(397, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); + Ambient_Sounds_Add_Sound(398, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); + Ambient_Sounds_Add_Sound(293, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0); + Ambient_Sounds_Add_Sound(294, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0); + Ambient_Sounds_Add_Sound(295, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0); + Ambient_Sounds_Add_Sound(303, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(304, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(305, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); +} + +void ScriptUG14::SceneLoaded() { + Obstacle_Object("OBSTACLE02", true); + Unobstacle_Object("WALL_E_01", true); + Unclickable_Object("OBSTACLE02"); +} + +bool ScriptUG14::MouseClick(int x, int y) { + return false; +} + +bool ScriptUG14::ClickedOn3DObject(const char *objectName, bool a2) { + return false; +} + +bool ScriptUG14::ClickedOnActor(int actorId) { + return false; +} + +bool ScriptUG14::ClickedOnItem(int itemId, bool a2) { + return false; +} + +bool ScriptUG14::ClickedOnExit(int exitId) { + float x, y, z; + Actor_Query_XYZ(0, &x, &y, &z); + bool v1 = y > 57.0f; + if (exitId > 2) { + return false; + } + if (!exitId) { + if (v1) { + if (Loop_Actor_Walk_To_XYZ(0, 141.47f, 128.92f, -150.16f, 0, 1, false, 0)) { + return false; + } + Actor_Face_XYZ(0, -14.53f, 12.12f, -150.16f, true); + Footstep_Sound_Override_On(3); + Loop_Actor_Travel_Stairs(0, 13, 0, 0); + Footstep_Sound_Override_Off(); + } + if (!Loop_Actor_Walk_To_XYZ(0, -278.0f, 12.97f, -152.0f, 0, 1, false, 0)) { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Game_Flag_Set(348); + Set_Enter(90, 103); + } + return true; + } + if (exitId == 1) { + if (!v1) { + if (Loop_Actor_Walk_To_XYZ(0, -14.53f, 12.12f, -150.16f, 0, 1, false, 0)) { + return false; + } + Actor_Face_XYZ(0, 141.47f, 128.92f, -150.16f, true); + Footstep_Sound_Override_On(3); + Loop_Actor_Travel_Stairs(0, 13, 1, 0); + Footstep_Sound_Override_Off(); + } + if (!Loop_Actor_Walk_To_XYZ(0, -50.0f, 129.0f, -814.0f, 0, 1, false, 0)) { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Game_Flag_Set(345); + Set_Enter(6, 96); + } + return true; + } + + if (exitId == 2) { + if (!v1) { + if (Loop_Actor_Walk_To_XYZ(0, -14.53f, 12.12f, -150.16f, 0, 1, false, 0)) { + return false; + } + Actor_Face_XYZ(0, 141.47f, 128.92f, -150.16f, true); + Footstep_Sound_Override_On(3); + Loop_Actor_Travel_Stairs(0, 13, 1, 0); + Footstep_Sound_Override_Off(); + } + if (!Loop_Actor_Walk_To_XYZ(0, 157.0f, 128.92f, -108.01f, 0, 1, false, 0)) { + Footstep_Sound_Override_On(3); + Loop_Actor_Travel_Stairs(0, 6, 1, 0); + Footstep_Sound_Override_Off(); + Loop_Actor_Walk_To_XYZ(0, 233.0f, 186.04f, -32.0f, 0, 0, false, 0); + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Game_Flag_Set(346); + Set_Enter(83, 95); + } + return true; + } + return false; +} + +bool ScriptUG14::ClickedOn2DRegion(int region) { + return false; +} + +void ScriptUG14::SceneFrameAdvanced(int frame) { +} + +void ScriptUG14::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { +} + +void ScriptUG14::PlayerWalkedIn() { + if (Game_Flag_Query(349)) { + Loop_Actor_Walk_To_XYZ(0, -250.0f, 12.97f, -152.0f, 0, 0, false, 0); + Game_Flag_Reset(349); + } else if (Game_Flag_Query(344)) { + Loop_Actor_Walk_To_XYZ(0, -50.0f, 129.0f, -604.0f, 0, 0, false, 0); + Game_Flag_Reset(344); + } else { + Loop_Actor_Walk_To_XYZ(0, 157.0f, 186.04f, -44.01f, 0, 0, false, 0); + Actor_Face_Heading(0, 10, false); + Footstep_Sound_Override_On(3); + Loop_Actor_Travel_Stairs(0, 6, 0, 0); + Footstep_Sound_Override_Off(); + Loop_Actor_Walk_To_XYZ(0, 157.0f, 128.92f, -148.01f, 0, 0, false, 0); + Actor_Face_Heading(0, 807, false); + Game_Flag_Reset(347); + } + if (Global_Variable_Query(1) == 4 && Game_Flag_Query(172) && !Game_Flag_Query(694)) { + Overlay_Play("UG14OVER", 0, 0, 1, 0); + Delay(1000); + Actor_Face_Heading(0, 609, false); + Delay(3000); + Actor_Voice_Over(270, 99); + Delay(2150); + Actor_Voice_Over(300, 99); + Game_Flag_Set(694); + } + //return false; +} + +void ScriptUG14::PlayerWalkedOut() { +} + +void ScriptUG14::DialogueQueueFlushed(int a1) { +} + +} // End of namespace BladeRunner |