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-rw-r--r--engines/bladerunner/script/nr06.cpp162
1 files changed, 162 insertions, 0 deletions
diff --git a/engines/bladerunner/script/nr06.cpp b/engines/bladerunner/script/nr06.cpp
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+++ b/engines/bladerunner/script/nr06.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 ScriptNR06::InitializeScene() {
+ sub_401BAC();
+ if (Game_Flag_Query(442)) {
+ Setup_Scene_Information(48.0f, -71.88f, -26.0f, 782);
+ } else {
+ Setup_Scene_Information(-36.0f, 0.37f, -373.0f, 592);
+ }
+ Scene_Exit_Add_2D_Exit(0, 533, 234, 592, 414, 1);
+ Scene_Exit_Add_2D_Exit(1, 238, 137, 337, 322, 0);
+ Ambient_Sounds_Add_Looping_Sound(111, 25, 0, 1);
+ Ambient_Sounds_Add_Sound(252, 3, 60, 8, 12, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(254, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(255, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(256, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(257, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(258, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(259, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(260, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(261, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(262, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(182, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(184, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(185, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(186, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(188, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(189, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(191, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(192, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(195, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
+}
+
+void ScriptNR06::SceneLoaded() {
+ Obstacle_Object("CHAIR01", true);
+ Unobstacle_Object("LOFT04", true);
+ Unobstacle_Object("LINE02", true);
+ Unobstacle_Object("WALL01", true);
+ Unclickable_Object("CHAIR01");
+}
+
+bool ScriptNR06::MouseClick(int x, int y) {
+ return false;
+}
+
+bool ScriptNR06::ClickedOn3DObject(const char *objectName, bool a2) {
+ return false;
+}
+
+bool ScriptNR06::ClickedOnActor(int actorId) {
+ return false;
+}
+
+bool ScriptNR06::ClickedOnItem(int itemId, bool a2) {
+ return false;
+}
+
+bool ScriptNR06::ClickedOnExit(int exitId) {
+ if (exitId == 0) {
+ if (!Loop_Actor_Walk_To_XYZ(0, 48.0f, -71.88f, -26.0f, 0, 1, false, 0)) {
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Game_Flag_Set(441);
+ Set_Enter(57, 60);
+ }
+ return true;
+ }
+ if (exitId == 1) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -137.0f, -71.88f, -243.0f, 0, 1, false, 0)) {
+ Actor_Face_Heading(0, 95, false);
+ Loop_Actor_Travel_Stairs(0, 8, 1, 0);
+ Loop_Actor_Walk_To_XYZ(0, -36.0f, 0.37f, -373.0f, 0, 0, false, 0);
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+ Game_Flag_Set(439);
+ Set_Enter(13, 61);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool ScriptNR06::ClickedOn2DRegion(int region) {
+ return false;
+}
+
+void ScriptNR06::SceneFrameAdvanced(int frame) {
+ if (!Music_Is_Playing()) {
+ sub_401BAC();
+ }
+ //return false;
+}
+
+void ScriptNR06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
+}
+
+void ScriptNR06::PlayerWalkedIn() {
+ if (Game_Flag_Query(442)) {
+ Loop_Actor_Walk_To_XYZ(0, -3.0f, -71.88f, -26.0f, 0, 0, false, 0);
+ Game_Flag_Reset(442);
+ } else {
+ Loop_Actor_Walk_To_XYZ(0, -81.72f, 0.12f, -323.49f, 0, 0, false, 0);
+ Actor_Face_Heading(0, 600, false);
+ Loop_Actor_Travel_Stairs(0, 8, 0, 0);
+ Game_Flag_Reset(440);
+ }
+ //return false;
+}
+
+void ScriptNR06::PlayerWalkedOut() {
+ if (Game_Flag_Query(441)) {
+ Music_Stop(2);
+ }
+}
+
+void ScriptNR06::DialogueQueueFlushed(int a1) {
+}
+
+void ScriptNR06::sub_401BAC() {
+ if (Music_Is_Playing()) {
+ Music_Adjust(31, 80, 2);
+ } else {
+ int v0 = Global_Variable_Query(54);
+ if (v0 == 0) {
+ Music_Play(16, 61, -80, 2, -1, 0, 0);
+ } else if (v0 == 1) {
+ Music_Play(15, 41, -80, 2, -1, 0, 0);
+ } else if (v0 == 2) {
+ Music_Play(7, 41, -80, 2, -1, 0, 0);
+ }
+ v0++;
+ if (v0 > 2) {
+ v0 = 0;
+ }
+ Global_Variable_Set(54, v0);
+ }
+}
+
+} // End of namespace BladeRunner