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-rw-r--r--engines/bladerunner/script/hf02.cpp145
1 files changed, 145 insertions, 0 deletions
diff --git a/engines/bladerunner/script/hf02.cpp b/engines/bladerunner/script/hf02.cpp
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index 0000000000..8c6e24dad4
--- /dev/null
+++ b/engines/bladerunner/script/hf02.cpp
@@ -0,0 +1,145 @@
+/* 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 ScriptHF02::InitializeScene() {
+ if (Game_Flag_Query(567)) {
+ Setup_Scene_Information(874.0f, 47.76f, -252.0f, 775);
+ Game_Flag_Reset(567);
+ } else if (Game_Flag_Query(528)) {
+ Setup_Scene_Information(470.0f, 47.76f, -500.0f, 560);
+ } else {
+ Setup_Scene_Information(-18.0f, 47.76f, -288.0f, 275);
+ }
+ Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3);
+ Scene_Exit_Add_2D_Exit(1, 207, 66, 272, 207, 3);
+ Ambient_Sounds_Add_Looping_Sound(340, 28, -100, 1);
+ Ambient_Sounds_Add_Looping_Sound(341, 33, 0, 1);
+ Ambient_Sounds_Add_Sound(181, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(182, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(183, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(184, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(185, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(186, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(188, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(189, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(190, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(191, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(192, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(193, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(194, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(195, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
+}
+
+void ScriptHF02::SceneLoaded() {
+ Obstacle_Object("BARD_NEON", true);
+ Unclickable_Object("BARD_NEON");
+ if (Actor_Query_Goal_Number(1) == 234) {
+ if (Game_Flag_Query(593)) {
+ Actor_Set_Goal_Number(1, 243);
+ } else {
+ Actor_Set_Goal_Number(1, 240);
+ }
+ }
+}
+
+bool ScriptHF02::MouseClick(int x, int y) {
+ return false;
+}
+
+bool ScriptHF02::ClickedOn3DObject(const char *objectName, bool a2) {
+ Sound_Play(342, 47, -80, 0, 50);
+ return false;
+}
+
+bool ScriptHF02::ClickedOnActor(int actorId) {
+ return false;
+}
+
+bool ScriptHF02::ClickedOnItem(int itemId, bool a2) {
+ return false;
+}
+
+bool ScriptHF02::ClickedOnExit(int exitId) {
+ if (exitId == 0) {
+ if (!Loop_Actor_Walk_To_XYZ(0, 42.0f, 47.76f, -296.0f, 0, 1, false, 0)) {
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+ Game_Flag_Set(309);
+ Set_Enter(37, 34);
+ }
+ return true;
+ }
+ if (exitId == 1) {
+ if (!Loop_Actor_Walk_To_XYZ(0, 470.0f, 47.76f, -444.0f, 0, 1, false, 0)) {
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+ Game_Flag_Set(527);
+ Set_Enter(39, 36);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool ScriptHF02::ClickedOn2DRegion(int region) {
+ return false;
+}
+
+void ScriptHF02::SceneFrameAdvanced(int frame) {
+
+}
+
+void ScriptHF02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
+}
+
+void ScriptHF02::PlayerWalkedIn() {
+ if (Actor_Query_Goal_Number(1) == 240) {
+ Actor_Set_Goal_Number(1, 241);
+ }
+ if (Game_Flag_Query(528)) {
+ Loop_Actor_Walk_To_XYZ(0, 470.0f, 47.76f, -444.0f, 0, 0, false, 0);
+ Game_Flag_Reset(528);
+ } else if (Game_Flag_Query(308)) {
+ Loop_Actor_Walk_To_XYZ(0, 42.0f, 47.76f, -296.0f, 0, 0, false, 0);
+ Game_Flag_Reset(308);
+ }
+ if (Actor_Query_Goal_Number(1) == 243) {
+ if (Actor_Query_Goal_Number(6) == 599) {
+ Actor_Set_Goal_Number(1, 244);
+ } else {
+ Actor_Set_Goal_Number(1, 245);
+ }
+ }
+}
+
+void ScriptHF02::PlayerWalkedOut() {
+
+}
+
+void ScriptHF02::DialogueQueueFlushed(int a1) {
+}
+
+} // End of namespace BladeRunner