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-rw-r--r--engines/bladerunner/script/nr10.cpp164
1 files changed, 164 insertions, 0 deletions
diff --git a/engines/bladerunner/script/nr10.cpp b/engines/bladerunner/script/nr10.cpp
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+++ b/engines/bladerunner/script/nr10.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 ScriptNR10::InitializeScene() {
+ if (Game_Flag_Query(475)) {
+ Game_Flag_Reset(475);
+ Setup_Scene_Information(-136.78f, 2.84f, -234.43f, 320);
+ } else {
+ Game_Flag_Reset(477);
+ Setup_Scene_Information(19.22f, 2.84f, -250.43f, 540);
+ }
+ Scene_Exit_Add_2D_Exit(0, 144, 163, 194, 318, 3);
+ Scene_Exit_Add_2D_Exit(1, 475, 95, 568, 230, 0);
+ Ambient_Sounds_Add_Looping_Sound(205, 22, 0, 1);
+ Ambient_Sounds_Add_Looping_Sound(71, 33, 0, 1);
+ Ambient_Sounds_Add_Sound(303, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(304, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(305, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(306, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(307, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(308, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
+ if (Game_Flag_Query(640)) {
+ Scene_Loop_Set_Default(0);
+ } else {
+ Ambient_Sounds_Adjust_Looping_Sound(452, 31, 0, 1);
+ Scene_Loop_Set_Default(2);
+ }
+}
+
+void ScriptNR10::SceneLoaded() {
+ Obstacle_Object("HOOK 01", true);
+ Unobstacle_Object("BOX21", true);
+ Unobstacle_Object("BOX23", true);
+ Unclickable_Object("BOX18");
+}
+
+bool ScriptNR10::MouseClick(int x, int y) {
+ return Game_Flag_Query(642);
+}
+
+bool ScriptNR10::ClickedOn3DObject(const char *objectName, bool a2) {
+ if (Object_Query_Click("BOX18", objectName) && a2 && Game_Flag_Query(642)) {
+ Actor_Set_Goal_Number(3, 250);
+ Game_Flag_Set(640);
+ Game_Flag_Reset(642);
+ Actor_Set_Invisible(0, false);
+ Actor_Set_Invisible(3, false);
+ Ambient_Sounds_Remove_Looping_Sound(452, true);
+ Sound_Play(453, 52, 0, 0, 50);
+ Scene_Loop_Set_Default(0);
+ Scene_Loop_Start_Special(2, 0, 1);
+ Un_Combat_Target_Object("BOX18");
+ Scene_Exits_Enable();
+ return true;
+ }
+ return false;
+}
+
+bool ScriptNR10::ClickedOnActor(int actorId) {
+ return false;
+}
+
+bool ScriptNR10::ClickedOnItem(int itemId, bool a2) {
+ return false;
+}
+
+bool ScriptNR10::ClickedOnExit(int exitId) {
+ if (exitId == 0) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -152.78f, 2.84f, -238.43f, 0, 1, false, 0)) {
+ Game_Flag_Set(476);
+ Set_Enter(58, 62);
+ return true;
+ }
+ }
+ if (exitId == 1) {
+ if (!Loop_Actor_Walk_To_XYZ(0, 11.5f, 2.84f, -304.46f, 0, 1, false, 0)) {
+ Actor_Face_Heading(0, 55, false);
+ Loop_Actor_Travel_Ladder(0, 8, 1, 0);
+ Game_Flag_Set(641);
+ Set_Enter(60, 64);
+ return true;
+ }
+ }
+ return false;
+}
+
+bool ScriptNR10::ClickedOn2DRegion(int region) {
+ return false;
+}
+
+void ScriptNR10::SceneFrameAdvanced(int frame) {
+ if (frame == 122) {
+ Game_Flag_Set(642);
+ Actor_Set_Invisible(0, true);
+ Actor_Set_Invisible(3, true);
+ Combat_Target_Object("BOX18");
+ //return true;
+ return;
+ }
+ if (frame == 61 && Game_Flag_Query(642)) {
+ Game_Flag_Reset(642);
+ Player_Set_Combat_Mode(false);
+ Actor_Set_Invisible(0, false);
+ Actor_Set_Goal_Number(3, 247);
+ //return true;
+ return;
+ }
+ //return false;
+}
+
+void ScriptNR10::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
+}
+
+void ScriptNR10::PlayerWalkedIn() {
+ if (Actor_Query_Goal_Number(3) == 246) {
+ Player_Set_Combat_Mode(true);
+ //return true;
+ return;
+ }
+ if (Actor_Query_Goal_Number(1) == 236) {
+ Actor_Face_Actor(1, 0, true);
+ Actor_Says(1, 150, 13);
+ Actor_Face_Actor(0, 1, true);
+ Actor_Says(0, 1580, 14);
+ Actor_Says(1, 160, 15);
+ Actor_Says(0, 1585, 16);
+ Actor_Says(1, 1160, 16);
+ Delay(1000);
+ Actor_Says(1, 1290, 14);
+ Actor_Set_Goal_Number(1, 275);
+ }
+ // return false;
+}
+
+void ScriptNR10::PlayerWalkedOut() {
+}
+
+void ScriptNR10::DialogueQueueFlushed(int a1) {
+}
+
+} // End of namespace BladeRunner