diff options
Diffstat (limited to 'engines/bladerunner/script/bb08.cpp')
-rw-r--r-- | engines/bladerunner/script/bb08.cpp | 136 |
1 files changed, 136 insertions, 0 deletions
diff --git a/engines/bladerunner/script/bb08.cpp b/engines/bladerunner/script/bb08.cpp new file mode 100644 index 0000000000..5464aabc28 --- /dev/null +++ b/engines/bladerunner/script/bb08.cpp @@ -0,0 +1,136 @@ +/* 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 ScriptBB08::InitializeScene() { + if (Game_Flag_Query(219)) { + Setup_Scene_Information(204.0f, 0.0f, 92.0f, 875); + } else { + Setup_Scene_Information(247.0f, 0.0f, 27.0f, 790); + } + Scene_Exit_Add_2D_Exit(0, 307, 0, 361, 238, 0); + Scene_Exit_Add_2D_Exit(1, 117, 38, 214, 245, 0); + Ambient_Sounds_Add_Looping_Sound(105, 44, 0, 1); + Ambient_Sounds_Add_Sound(291, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0); + Ambient_Sounds_Add_Sound(292, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0); + Ambient_Sounds_Add_Sound(293, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0); + Ambient_Sounds_Add_Sound(294, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0); + Ambient_Sounds_Add_Sound(295, 1, 20, 20, 25, -100, 100, -100, 100, 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(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(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); + if (!Game_Flag_Query(496)) { + Overlay_Play("BB08OVER", 0, 0, 0, 0); + Game_Flag_Set(496); + } +} + +void ScriptBB08::SceneLoaded() { + Obstacle_Object("BATHTUB", true); + Unobstacle_Object("DOORWAY", true); + Unclickable_Object("BATHTUB"); +} + +bool ScriptBB08::MouseClick(int x, int y) { + return false; +} + +bool ScriptBB08::ClickedOn3DObject(const char *objectName, bool a2) { + return false; +} + +bool ScriptBB08::ClickedOnActor(int actorId) { + return false; +} + +bool ScriptBB08::ClickedOnItem(int itemId, bool a2) { + return false; +} + +bool ScriptBB08::ClickedOnExit(int exitId) { + if (exitId == 0) { + if (!Loop_Actor_Walk_To_XYZ(0, 204.0f, 0.1f, 94.0f, 0, 1, false, 0)) { + Actor_Face_Heading(0, 256, false); + Footstep_Sound_Override_On(2); + Loop_Actor_Travel_Ladder(0, 8, 1, 0); + Footstep_Sound_Override_Off(); + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Game_Flag_Set(218); + Set_Enter(24, 10); + } + return true; + } + if (exitId == 1) { + if (!Loop_Actor_Walk_To_XYZ(0, 247.0f, 0.1f, 27.0f, 0, 1, false, 0)) { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Game_Flag_Set(506); + Set_Enter(102, 120); + } + return true; + } + return false; +} + +bool ScriptBB08::ClickedOn2DRegion(int region) { + return false; +} + +void ScriptBB08::SceneFrameAdvanced(int frame) { +} + +void ScriptBB08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { +} + +void ScriptBB08::PlayerWalkedIn() { + if (Game_Flag_Query(219)) { + Actor_Set_At_XYZ(0, 204.0f, 96.1f, 94.0f, 256); + Footstep_Sound_Override_On(2); + Loop_Actor_Travel_Ladder(0, 8, 0, 0); + Footstep_Sound_Override_Off(); + Actor_Face_Heading(0, 768, false); + Game_Flag_Reset(219); + } else { + Loop_Actor_Walk_To_XYZ(0, 188.0f, 0.1f, 28.0f, 0, 0, false, 0); + } +} + +void ScriptBB08::PlayerWalkedOut() { +} + +void ScriptBB08::DialogueQueueFlushed(int a1) { +} + +} // End of namespace BladeRunner |