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-rw-r--r--engines/bladerunner/script/ct08.cpp196
1 files changed, 196 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ct08.cpp b/engines/bladerunner/script/ct08.cpp
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+++ b/engines/bladerunner/script/ct08.cpp
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+/* 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 ScriptCT08::InitializeScene() {
+ if (Game_Flag_Query(679)) {
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+ Outtake_Play(2, 0, -1);
+ if (Game_Flag_Query(46)) {
+ Outtake_Play(3, 0, -1);
+ } else if (Game_Flag_Query(47)) {
+ Outtake_Play(4, 0, -1);
+ } else {
+ Outtake_Play(5, 0, -1);
+ }
+ Outtake_Play(6, 0, -1);
+ Game_Flag_Reset(679);
+ }
+ Actor_Force_Stop_Walking(0);
+ if (Game_Flag_Query(380)) {
+ Setup_Scene_Information(-11.0f, 0.0f, -156.0f, 769);
+ } else if (Game_Flag_Query(79)) {
+ Setup_Scene_Information(-143.0f, 0.0f, -92.0f, 420);
+ } else {
+ Setup_Scene_Information(-183.0f, 0.0f, 128.0f, 205);
+ }
+ Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3);
+ Scene_Exit_Add_2D_Exit(1, 389, 0, 639, 303, 0);
+ Scene_Exit_Add_2D_Exit(2, 115, 87, 137, 267, 3);
+ if (Game_Flag_Query(550)) {
+ Scene_2D_Region_Add(0, 185, 185, 230, 230);
+ }
+ Ambient_Sounds_Add_Looping_Sound(381, 100, 1, 1);
+ Ambient_Sounds_Add_Looping_Sound(205, 20, 1, 1);
+ Ambient_Sounds_Add_Speech_Sound(60, 0, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
+ Ambient_Sounds_Add_Speech_Sound(60, 20, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
+ Ambient_Sounds_Add_Speech_Sound(60, 40, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
+ Ambient_Sounds_Add_Speech_Sound(60, 50, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
+ Ambient_Sounds_Add_Sound(67, 80, 180, 16, 25, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(68, 50, 180, 16, 25, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(379, 5, 180, 50, 100, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(380, 5, 180, 50, 100, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(377, 5, 180, 50, 100, 0, 0, -101, -101, 0, 0);
+ if (Game_Flag_Query(380)) {
+ Scene_Loop_Start_Special(0, 0, 0);
+ Scene_Loop_Set_Default(1);
+ } else {
+ Scene_Loop_Set_Default(1);
+ }
+}
+
+void ScriptCT08::SceneLoaded() {
+ Obstacle_Object("ASHTRAY", 1);
+ Unobstacle_Object("BLANKET03", 1);
+ if (!Actor_Clue_Query(0, 85)) {
+ Item_Add_To_World(85, 943, 6, 44.0f, 0.0f, -95.0f, 540, 12, 12, 0, 1, 0, 1);
+ }
+ if (!Actor_Clue_Query(0, 87)) {
+ Item_Add_To_World(81, 936, 6, -102.0f, 2.0f, 41.0f, 432, 6, 6, 0, 1, 0, 1);
+ }
+}
+
+bool ScriptCT08::MouseClick(int x, int y) {
+ return false;
+}
+
+bool ScriptCT08::ClickedOn3DObject(const char *objectName, bool a2) {
+ return false;
+}
+
+bool ScriptCT08::ClickedOnActor(int actorId) {
+ return false;
+}
+
+bool ScriptCT08::ClickedOnItem(int itemId, bool a2) {
+ if (itemId == 81) {
+ if (!Loop_Actor_Walk_To_Item(0, 81, 36, 1, 0) && !Game_Flag_Query(550)) {
+ Actor_Clue_Acquire(0, 87, 1, -1);
+ Item_Pickup_Spin_Effect(936, 266, 328);
+ Item_Remove_From_World(81);
+ Actor_Voice_Over(480, 99);
+ Actor_Voice_Over(490, 99);
+ Actor_Voice_Over(500, 99);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool ScriptCT08::ClickedOnExit(int exitId) {
+ if (exitId == 0) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -183.0f, 0.0f, 128.0f, 0, 1, 0, 0)) {
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+ Game_Flag_Set(81);
+ Set_Enter(31, 21);
+ }
+ return true;
+ }
+ if (exitId == 1) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -11.0f, 0.0f, -156.0f, 0, 1, 0, 0)) {
+ Loop_Actor_Walk_To_XYZ(0, 0.0f, 0.0f, -102.0f, 0, 0, 0, 0);
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+ Game_Flag_Set(379);
+ Set_Enter(6, 105);
+ }
+ return true;
+ }
+ if (exitId == 2) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -143.0f, 0.0f, -92.0f, 0, 1, 0, 0)) {
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+ Game_Flag_Set(80);
+ Set_Enter(29, 18);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool ScriptCT08::ClickedOn2DRegion(int region) {
+ if (region == 0) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -108.0f, 0.0f, -178.0f, 0, 1, 0, 0)) {
+ Actor_Face_Heading(0, 512, 0);
+ Game_Flag_Reset(550);
+ Player_Set_Combat_Mode_Access(1);
+ Scene_Exits_Enable();
+ Ambient_Sounds_Play_Sound(564, 40, 99, 0, 0);
+ Scene_2D_Region_Remove(0);
+ Player_Loses_Control();
+ }
+ return true;
+ }
+ return false;
+}
+
+void ScriptCT08::SceneFrameAdvanced(int frame) {
+}
+
+void ScriptCT08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
+}
+
+void ScriptCT08::PlayerWalkedIn() {
+ if (Game_Flag_Query(550)) {
+ Actor_Change_Animation_Mode(0, 3);
+ Actor_Change_Animation_Mode(0, 0);
+ Actor_Set_At_XYZ(0, -148.0f, 0.0f, 4.0f, 256);
+ Player_Set_Combat_Mode_Access(0);
+ Scene_Exits_Disable();
+ Game_Flag_Reset(380);
+ Game_Flag_Reset(79);
+ Autosave_Game(1);
+ } else if (Game_Flag_Query(380)) {
+ Game_Flag_Reset(380);
+ } else if (Game_Flag_Query(79)) {
+ Game_Flag_Reset(79);
+ } else {
+ Loop_Actor_Walk_To_XYZ(0, -156.0f, 0.0f, 128.0f, 0, 0, 0, 0);
+ Game_Flag_Reset(84);
+ }
+}
+
+void ScriptCT08::PlayerWalkedOut() {
+ if (!Actor_Clue_Query(0, 85)) {
+ Item_Remove_From_World(85);
+ }
+}
+
+void ScriptCT08::DialogueQueueFlushed(int a1) {
+}
+
+} // End of namespace BladeRunner