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Diffstat (limited to 'engines/bladerunner/script/bb02.cpp')
-rw-r--r-- | engines/bladerunner/script/bb02.cpp | 159 |
1 files changed, 159 insertions, 0 deletions
diff --git a/engines/bladerunner/script/bb02.cpp b/engines/bladerunner/script/bb02.cpp new file mode 100644 index 0000000000..0fa6b0c237 --- /dev/null +++ b/engines/bladerunner/script/bb02.cpp @@ -0,0 +1,159 @@ +/* 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 ScriptBB02::InitializeScene() { + if (Game_Flag_Query(281)) { + Setup_Scene_Information(179.0f, -415.06f, 274.0f, 904); + } else if (Game_Flag_Query(333)) { + Setup_Scene_Information(-12.0f, -415.06f, -27.0f, 264); + Scene_Loop_Start_Special(0, 0, 0); + } else { + Setup_Scene_Information(98.0f, -415.06f, -593.0f, 530); + Game_Flag_Reset(262); + } + Scene_Exit_Add_2D_Exit(0, 313, 137, 353, 173, 0); + Scene_Exit_Add_2D_Exit(1, 207, 291, 275, 443, 3); + Scene_Exit_Add_2D_Exit(2, 303, 422, 639, 479, 2); + Ambient_Sounds_Add_Looping_Sound(54, 20, 0, 1); + Ambient_Sounds_Add_Looping_Sound(103, 40, 0, 1); + 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(82, 5, 60, 20, 40, 0, 0, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(83, 5, 60, 20, 45, 0, 0, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(84, 5, 60, 20, 40, 0, 0, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(90, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(91, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(375, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(376, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(377, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(72, 5, 80, 14, 16, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(73, 5, 80, 14, 16, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(74, 5, 80, 14, 16, -100, 100, -101, -101, 0, 0); + if (!Game_Flag_Query(494)) { + Game_Flag_Set(493); + Game_Flag_Set(494); + } + if (Game_Flag_Query(493)) { + Scene_Loop_Set_Default(1); + } else { + Scene_Loop_Set_Default(4); + } +} + +void ScriptBB02::SceneLoaded() { + Obstacle_Object("ELEVATOR01", true); + Obstacle_Object("U2 DOOR", true); +} + +bool ScriptBB02::MouseClick(int x, int y) { + return false; +} + +bool ScriptBB02::ClickedOn3DObject(const char *objectName, bool a2) { + return false; +} + +bool ScriptBB02::ClickedOnActor(int actorId) { + return false; +} + +bool ScriptBB02::ClickedOnItem(int itemId, bool a2) { + return false; +} + +bool ScriptBB02::ClickedOnExit(int exitId) { + if (exitId == 0) { + if (!Loop_Actor_Walk_To_XYZ(0, 98.0f, -415.06f, -593.0f, 0, 1, false, 0)) { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Game_Flag_Set(263); + Set_Enter(20, 2); + } + return true; + } + if (exitId == 1) { + if (!Loop_Actor_Walk_To_XYZ(0, -12.0f, -415.06f, -27.0f, 0, 1, false, 0)) { + Player_Loses_Control(); + if (!Game_Flag_Query(493)) { + Scene_Loop_Start_Special(2, 0, 1); + } + Game_Flag_Set(332); + Game_Flag_Reset(493); + Set_Enter(1, 5); + Scene_Loop_Start_Special(1, 3, 0); + } + return true; + } + if (exitId == 2) { + if (!Loop_Actor_Walk_To_XYZ(0, 86.0f, -415.06f, 174.0f, 0, 1, false, 0)) { + Loop_Actor_Walk_To_XYZ(0, 179.0f, -415.06f, 274.0f, 0, 0, false, 0); + Game_Flag_Set(282); + Game_Flag_Reset(493); + Set_Enter(21, 4); + } + return true; + } + return false; +} + +bool ScriptBB02::ClickedOn2DRegion(int region) { + return false; +} + +void ScriptBB02::SceneFrameAdvanced(int frame) { + if (frame == 1) { + Ambient_Sounds_Play_Sound(434, 40, -50, -50, 0); + } + if (frame == 124) { + Ambient_Sounds_Play_Sound(434, 40, -50, -50, 0); + } +} + +void ScriptBB02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { +} + +void ScriptBB02::PlayerWalkedIn() { + if (Game_Flag_Query(281)) { + Loop_Actor_Walk_To_XYZ(0, 86.0f, -415.06f, 174.0f, 0, 0, false, 0); + Game_Flag_Reset(281); + } else if (Game_Flag_Query(333)) { + Loop_Actor_Walk_To_XYZ(0, 35.0f, -415.06f, -27.0f, 0, 0, false, 0); + Player_Gains_Control(); + Game_Flag_Reset(333); + } +} + +void ScriptBB02::PlayerWalkedOut() { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); +} + +void ScriptBB02::DialogueQueueFlushed(int a1) { +} + +} // End of namespace BladeRunner |