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Diffstat (limited to 'engines/bladerunner/script/hf04.cpp')
-rw-r--r-- | engines/bladerunner/script/hf04.cpp | 167 |
1 files changed, 167 insertions, 0 deletions
diff --git a/engines/bladerunner/script/hf04.cpp b/engines/bladerunner/script/hf04.cpp new file mode 100644 index 0000000000..afeda9fdc3 --- /dev/null +++ b/engines/bladerunner/script/hf04.cpp @@ -0,0 +1,167 @@ +/* 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 ScriptHF04::InitializeScene() { + Setup_Scene_Information(-33.85f, -0.31f, 395.0f, 0); + Game_Flag_Reset(566); + Scene_Exit_Add_2D_Exit(0, 602, 104, 639, 177, 1); + Ambient_Sounds_Add_Looping_Sound(70, 35, 0, 1); + Ambient_Sounds_Add_Looping_Sound(109, 40, 0, 1); + Ambient_Sounds_Add_Sound(72, 6, 70, 14, 20, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(73, 3, 70, 14, 20, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(74, 5, 70, 14, 20, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(303, 5, 70, 33, 50, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(304, 5, 70, 33, 50, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(305, 5, 70, 33, 50, -100, 100, -101, -101, 0, 0); + if (Game_Flag_Query(584)) { + Scene_Loop_Set_Default(3); + } else { + Scene_Loop_Set_Default(0); + } +} + +void ScriptHF04::SceneLoaded() { + if (Game_Flag_Query(584)) { + Unobstacle_Object("PIVOT_WALL#1", true); + Unobstacle_Object("PIVOT_WALL#02", true); + Unobstacle_Object("PIVOT_WALL#03", true); + } else { + Unobstacle_Object("HIDE_WALL_A", true); + Unobstacle_Object("HIDE_WALL_B", true); + } + if (Actor_Query_Goal_Number(6) == 213) { + if (Actor_Clue_Query(6, 219) && Global_Variable_Query(40) != 3) { + Game_Flag_Set(593); + } else { + Actor_Set_Goal_Number(6, 230); + Game_Flag_Reset(584); + } + } +} + +bool ScriptHF04::MouseClick(int x, int y) { + return false; +} + +bool ScriptHF04::ClickedOn3DObject(const char *objectName, bool a2) { + return false; +} + +bool ScriptHF04::ClickedOnActor(int actorId) { + return false; +} + +bool ScriptHF04::ClickedOnItem(int itemId, bool a2) { + return false; +} + +bool ScriptHF04::ClickedOnExit(int exitId) { + if (exitId == 0) { + if (!Loop_Actor_Walk_To_XYZ(0, 1132.27f, -0.31f, -113.46f, 0, 1, false, 0)) { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Game_Flag_Set(567); + Set_Enter(38, 35); + } + return true; + } + return false; +} + +bool ScriptHF04::ClickedOn2DRegion(int region) { + return false; +} + +void ScriptHF04::SceneFrameAdvanced(int frame) { + if (frame == 62) { + Sound_Play(359, Random_Query(43, 43), 0, 0, 50); + } + if (frame == 154) { + Sound_Play(360, Random_Query(43, 43), 0, 0, 50); + } + if (frame == 179 && Actor_Query_Goal_Number(6) == 235) { + Actor_Set_Goal_Number(6, 236); + } + if (Game_Flag_Query(585)) { + Game_Flag_Reset(585); + Scene_Loop_Set_Default(3); + Scene_Loop_Start_Special(2, 2, 1); + //return true; + return; + } + if (Game_Flag_Query(586)) { + Game_Flag_Reset(586); + Scene_Loop_Set_Default(0); + Scene_Loop_Start_Special(2, 5, 1); + //return true; + return; + } + if (frame == 89) { + Game_Flag_Set(584); + Obstacle_Object("HIDE_WALL_A", false); + Obstacle_Object("HIDE_WALL_B", false); + Unobstacle_Object("PIVOT_WALL#1", false); + Unobstacle_Object("PIVOT_WALL#02", false); + Unobstacle_Object("PIVOT_WALL#03", true); + //return true; + return; + } + if (frame == 180) { + Unobstacle_Object("HIDE_WALL_A", false); + Unobstacle_Object("HIDE_WALL_B", false); + Obstacle_Object("PIVOT_WALL#1", false); + Obstacle_Object("PIVOT_WALL#02", false); + Obstacle_Object("PIVOT_WALL#03", true); + Game_Flag_Reset(584); + if (Actor_Query_Goal_Number(6) == 234) { + Actor_Set_Goal_Number(6, 235); + } + //return true; + return; + } + //return false; +} + +void ScriptHF04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { +} + +void ScriptHF04::PlayerWalkedIn() { + if (Actor_Query_Goal_Number(6) == 230 || Actor_Query_Goal_Number(6) == 233) { + Player_Set_Combat_Mode(true); + Music_Play(1, 60, 0, 2, -1, 0, 0); + } + Loop_Actor_Walk_To_XYZ(0, -45.0f, -0.31f, 307.0f, 0, 0, true, 0); + Delay(2500); +} + +void ScriptHF04::PlayerWalkedOut() { + Music_Stop(5); +} + +void ScriptHF04::DialogueQueueFlushed(int a1) { +} + +} // End of namespace BladeRunner |