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-rw-r--r--engines/bladerunner/script/ct11.cpp213
1 files changed, 213 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ct11.cpp b/engines/bladerunner/script/ct11.cpp
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+++ b/engines/bladerunner/script/ct11.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 ScriptCT11::InitializeScene() {
+ if (Game_Flag_Query(91)) {
+ Setup_Scene_Information(-378.0f, 9.68f, -55.0f, 440);
+ } else if (Game_Flag_Query(558)) {
+ Setup_Scene_Information(315.0f, 0.0f, 628.0f, 0);
+ } else {
+ Setup_Scene_Information(152.0f, 9.68f, -8.0f, 0);
+ }
+ Scene_Exit_Add_2D_Exit(0, 257, 240, 364, 330, 1);
+ Scene_Exit_Add_2D_Exit(1, 97, 0, 155, 324, 0);
+ Scene_Exit_Add_2D_Exit(2, 0, 0, 20, 479, 3);
+ Ambient_Sounds_Add_Looping_Sound(54, 50, 0, 1);
+ Ambient_Sounds_Add_Sound(67, 5, 80, 16, 25, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(66, 5, 80, 16, 25, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(378, 5, 80, 50, 100, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(379, 5, 80, 50, 100, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(380, 5, 80, 50, 100, -100, 100, -101, -101, 0, 0);
+ if (Global_Variable_Query(1) <= 3) {
+ Scene_Loop_Set_Default(0);
+ } else {
+ Scene_Loop_Set_Default(2);
+ }
+}
+
+void ScriptCT11::SceneLoaded() {
+ Obstacle_Object("TRASH CAN", true);
+ Unobstacle_Object("BOX NORTHWEST 1", true);
+ Unobstacle_Object("BOX SOUTH 1", true);
+ if (Global_Variable_Query(1) < 4) {
+ if (!Game_Flag_Query(645)) {
+ Item_Add_To_World(115, 951, 33, 640.21002f, 30.0f, 470.0f, 512, 12, 12, false, true, false, true);
+ Scene_2D_Region_Add(0, 505, 316, 513, 321);
+ Game_Flag_Set(725);
+ }
+ if (!Actor_Clue_Query(0, 111)) {
+ Scene_2D_Region_Add(1, 412, 258, 552, 358);
+ }
+ } else {
+ if (Game_Flag_Query(725)) {
+ Item_Remove_From_World(115);
+ Game_Flag_Reset(725);
+ Game_Flag_Set(645);
+ }
+ Unobstacle_Object("BRIDGE SUPPORT", true);
+ Unobstacle_Object("BODY", true);
+ Unobstacle_Object("HEADLIGHTS", true);
+ Unobstacle_Object("LICENSE PLATE-FRONT", true);
+ Unobstacle_Object("LICENSE PLATE-REAR", true);
+ Unobstacle_Object("BRAKE DISC RF", true);
+ Unobstacle_Object("TIRE RF", true);
+ Unobstacle_Object("RIM RF", true);
+ Unobstacle_Object("DOOR RIGHT", true);
+ Unobstacle_Object("BUMPER REAR", true);
+ }
+ Unclickable_Object("TRASH CAN");
+}
+
+bool ScriptCT11::MouseClick(int x, int y) {
+ return false;
+}
+
+bool ScriptCT11::ClickedOn3DObject(const char *objectName, bool a2) {
+ return false;
+}
+
+bool ScriptCT11::ClickedOnActor(int actorId) {
+ return false;
+}
+
+bool ScriptCT11::ClickedOnItem(int itemId, bool a2) {
+ return false;
+}
+
+bool ScriptCT11::ClickedOnExit(int exitId) {
+ if (exitId == 0) {
+ if (!Loop_Actor_Walk_To_XYZ(0, 121.0f, 9.6800003f, -42.0f, 0, 1, false, 0)) {
+ Game_Flag_Set(304);
+ Set_Enter(31, 21);
+ }
+ return true;
+ }
+ if (exitId == 1) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -300.0f, 9.6800003f, 66.0f, 0, 1, false, 0)) {
+ Loop_Actor_Walk_To_XYZ(0, -400.0f, 9.6800003f, -70.0f, 0, 1, false, 0);
+ Game_Flag_Set(86);
+ Set_Enter(4, 24);
+ }
+ return true;
+ }
+ if (exitId == 2) {
+ if (!Loop_Actor_Walk_To_XYZ(0, 290.0f, 0.0f, 635.0f, 0, 1, false, 0)) {
+ Game_Flag_Set(531);
+ Game_Flag_Reset(176);
+ Game_Flag_Set(177);
+ Set_Enter(7, 25);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool ScriptCT11::ClickedOn2DRegion(int region) {
+ if (region == 0 && Game_Flag_Query(725)) {
+ if (!Loop_Actor_Walk_To_XYZ(0, 686.0f, 0.0f, 658.0f, 12, 1, false, 0)) {
+ Actor_Face_Heading(0, 47, false);
+ Item_Remove_From_World(115);
+ Actor_Clue_Acquire(0, 118, 0, -1);
+ Item_Pickup_Spin_Effect(951, 510, 319);
+ Game_Flag_Reset(725);
+ Game_Flag_Set(645);
+ Actor_Voice_Over(550, 99);
+ Actor_Voice_Over(560, 99);
+ Actor_Voice_Over(570, 99);
+ Actor_Voice_Over(580, 99);
+ }
+ return true;
+ }
+ if (region == 1) {
+ if (!Loop_Actor_Walk_To_XYZ(0, 686.0f, 0.0f, 658.0f, 12, 1, false, 0)) {
+ Actor_Face_Heading(0, 47, false);
+ int temp = 0;
+ if (Actor_Clue_Query(0, 17)) {
+ temp = 1;
+ }
+ if (Actor_Clue_Query(0, 26)) {
+ ++temp;
+ }
+ if (Actor_Clue_Query(0, 39)) {
+ ++temp;
+ }
+ if (Actor_Clue_Query(0, 37)) {
+ temp += 2;
+ }
+ if (Actor_Clue_Query(0, 30)) {
+ temp += 2;
+ }
+ if (Actor_Clue_Query(0, 31)) {
+ temp += 2;
+ }
+ if (temp <= 2 || Actor_Clue_Query(0, 111)) {
+ Actor_Says(0, 8525, 12);
+ } else {
+ Actor_Voice_Over(510, 99);
+ Actor_Voice_Over(520, 99);
+ Actor_Voice_Over(530, 99);
+ Actor_Voice_Over(540, 99);
+ Actor_Clue_Acquire(0, 111, 0, -1);
+ Scene_2D_Region_Remove(1);
+ }
+ }
+ return true;
+ }
+ return false;
+}
+
+void ScriptCT11::SceneFrameAdvanced(int frame) {
+}
+
+void ScriptCT11::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
+}
+
+void ScriptCT11::PlayerWalkedIn() {
+ if (Game_Flag_Query(91)) {
+ Loop_Actor_Walk_To_XYZ(0, -358.0f, 9.68f, 32.0f, 0, 0, false, 0);
+ Game_Flag_Reset(91);
+ } else if (Game_Flag_Query(558)) {
+ Loop_Actor_Walk_To_XYZ(0, 329.0f, 0.0f, 617.0f, 0, 0, false, 0);
+ Game_Flag_Reset(558);
+ } else {
+ Player_Loses_Control();
+ Actor_Set_Immunity_To_Obstacles(0, true);
+ Loop_Actor_Walk_To_XYZ(0, 125.0f, 9.68f, 74.0f, 0, 0, false, 0);
+ Actor_Set_Immunity_To_Obstacles(0, false);
+ Player_Gains_Control();
+ Game_Flag_Reset(83);
+ }
+}
+
+void ScriptCT11::PlayerWalkedOut() {
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+}
+
+void ScriptCT11::DialogueQueueFlushed(int a1) {
+}
+
+} // End of namespace BladeRunner