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Diffstat (limited to 'engines/bladerunner/script/hc04.cpp')
-rw-r--r--engines/bladerunner/script/hc04.cpp242
1 files changed, 242 insertions, 0 deletions
diff --git a/engines/bladerunner/script/hc04.cpp b/engines/bladerunner/script/hc04.cpp
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+++ b/engines/bladerunner/script/hc04.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 ScriptHC04::InitializeScene() {
+ if (Game_Flag_Query(108)) {
+ Setup_Scene_Information(-112.0f, 0.14f, -655.0f, 460);
+ Game_Flag_Reset(108);
+ } else {
+ Setup_Scene_Information(-88.0f, 0.14f, -463.0f, 1013);
+ }
+ Music_Play(4, 14, -90, 1, -1, 1, 2);
+ Actor_Put_In_Set(59, 8);
+ Actor_Set_At_XYZ(59, -210.0f, 0.0f, -445.0f, 250);
+ Scene_Exit_Add_2D_Exit(0, 539, 51, 639, 309, 0);
+ Scene_Exit_Add_2D_Exit(1, 0, 456, 639, 479, 2);
+ Ambient_Sounds_Add_Looping_Sound(103, 50, 50, 0);
+ Ambient_Sounds_Add_Looping_Sound(329, 16, 16, 0);
+ Ambient_Sounds_Add_Looping_Sound(330, 40, 40, 0);
+ Ambient_Sounds_Add_Sound(182, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(184, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(185, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(186, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(188, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(189, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(191, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(192, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(195, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(252, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(252, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(254, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(255, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(256, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(257, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(258, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(259, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(260, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(261, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(262, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0);
+ if (Game_Flag_Query(110)) {
+ Scene_Loop_Start_Special(0, 0, 0);
+ Scene_Loop_Set_Default(1);
+ Game_Flag_Reset(110);
+ } else {
+ Scene_Loop_Set_Default(1);
+ }
+}
+
+void ScriptHC04::SceneLoaded() {
+ Obstacle_Object("CAN FIRE", true);
+ Unobstacle_Object("ASIANMALE01", true);
+ Clickable_Object("CAN FIRE");
+}
+
+bool ScriptHC04::MouseClick(int x, int y) {
+ return false;
+}
+
+bool ScriptHC04::ClickedOn3DObject(const char *objectName, bool a2) {
+ return false;
+}
+
+bool ScriptHC04::ClickedOnActor(int actorId) {
+ if (actorId == 59) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -155.0f, 0.0f, -475.0f, 12, 1, false, 0)) {
+ Actor_Face_Actor(0, 59, true);
+ Actor_Face_Actor(59, 0, true);
+ if (Game_Flag_Query(106)) {
+ sub_401B90();
+ return true;
+ } else {
+ Actor_Says(59, 0, 3);
+ Actor_Says(0, 1280, 3);
+ Actor_Says(59, 20, 3);
+ Game_Flag_Set(106);
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+bool ScriptHC04::ClickedOnItem(int itemId, bool a2) {
+ return false;
+}
+
+bool ScriptHC04::ClickedOnExit(int exitId) {
+ if (exitId == 0) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -108.0f, 0.14f, -639.0f, 0, 1, false, 0)) {
+ Music_Stop(2);
+ Game_Flag_Set(107);
+ Game_Flag_Reset(479);
+ Game_Flag_Set(182);
+ Set_Enter(70, 80);
+ }
+ return true;
+ }
+ if (exitId == 1) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -72.0f, 0.14f, -399.0f, 0, 1, false, 0)) {
+ Game_Flag_Set(109);
+ Set_Enter(8, 32);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool ScriptHC04::ClickedOn2DRegion(int region) {
+ return false;
+}
+
+void ScriptHC04::SceneFrameAdvanced(int frame) {
+}
+
+void ScriptHC04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
+}
+
+void ScriptHC04::PlayerWalkedIn() {
+}
+
+void ScriptHC04::PlayerWalkedOut() {
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+}
+
+void ScriptHC04::DialogueQueueFlushed(int a1) {
+}
+
+void ScriptHC04::sub_401B90() {
+ Dialogue_Menu_Clear_List();
+ if (Actor_Clue_Query(0, 263) || Actor_Clue_Query(0, 53)) {
+ if (Actor_Clue_Query(0, 47)) {
+ DM_Add_To_List_Never_Repeat_Once_Selected(340, 5, 6, 5);
+ } else if (Actor_Clue_Query(0, 259)) {
+ DM_Add_To_List_Never_Repeat_Once_Selected(350, 5, 6, 5);
+ }
+ DM_Add_To_List_Never_Repeat_Once_Selected(360, 6, 4, 3);
+ }
+ if (Actor_Clue_Query(0, 87) && !Actor_Clue_Query(0, 101)) {
+ DM_Add_To_List_Never_Repeat_Once_Selected(370, 3, 4, 7);
+ }
+ if (Actor_Clue_Query(0, 101)) {
+ DM_Add_To_List_Never_Repeat_Once_Selected(380, -1, 5, 8);
+ }
+ DM_Add_To_List_Never_Repeat_Once_Selected(390, 7, 5, -1);
+ Dialogue_Menu_Add_DONE_To_List(400);
+ Dialogue_Menu_Appear(320, 240);
+ int answer = Dialogue_Menu_Query_Input();
+ Dialogue_Menu_Disappear();
+ switch (answer) {
+ case 340:
+ Actor_Says(0, 1285, 3);
+ Actor_Says(59, 50, 3);
+ Actor_Says(0, 1330, 3);
+ Actor_Says(59, 60, 3);
+ break;
+ case 350:
+ Actor_Says(0, 1290, 3);
+ Actor_Says(59, 70, 3);
+ Actor_Says(0, 1335, 3);
+ Actor_Says(59, 80, 3);
+ Actor_Says(0, 1340, 3);
+ Actor_Says(59, 90, 3);
+ Actor_Says(0, 1345, 3);
+ break;
+ case 360:
+ Actor_Says(0, 1295, 3);
+ Actor_Says(59, 100, 3);
+ Actor_Says(0, 1350, 3);
+ Actor_Says(59, 110, 3);
+ Actor_Says(0, 1355, 3);
+ Actor_Says(59, 130, 3);
+ Actor_Says(0, 1360, 3);
+ break;
+ case 370:
+ Actor_Says(0, 1300, 3);
+ Actor_Says(59, 140, 3);
+ Actor_Says(0, 1365, 3);
+ Actor_Says(59, 150, 3);
+ break;
+ case 380:
+ Actor_Says(0, 1305, 3);
+ Actor_Modify_Friendliness_To_Other(59, 0, -2);
+ Actor_Says(59, 160, 3);
+ Actor_Says(0, 1370, 3);
+ Actor_Says(59, 170, 3);
+ Actor_Says(0, 1375, 3);
+ Actor_Says(59, 180, 3);
+ Actor_Says(0, 1380, 3);
+ Actor_Says(59, 190, 3);
+ Actor_Says(59, 210, 3);
+ Actor_Says(59, 240, 3);
+ Actor_Says(0, 1385, 3);
+ Actor_Says(59, 260, 3);
+ Actor_Says(0, 1390, 3);
+ Actor_Says(59, 300, 3);
+ Actor_Says(59, 310, 3);
+ Actor_Says(59, 320, 3);
+ Actor_Says(0, 1395, 3);
+ Actor_Says(59, 330, 3);
+ Actor_Clue_Acquire(0, 102, 0, 59);
+ break;
+ case 390:
+ Actor_Says(0, 1310, 3);
+ Actor_Modify_Friendliness_To_Other(59, 0, 2);
+ Actor_Says(59, 340, 3);
+ break;
+ case 400:
+ Actor_Says(0, 1315, 3);
+ break;
+ default:
+ Actor_Says(0, 1320, 3);
+ Actor_Says(59, 30, 3);
+ Actor_Says(0, 1325, 3);
+ Actor_Says(0, 1345, 3);
+ break;
+ }
+}
+
+} // End of namespace BladeRunner