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-rw-r--r--engines/bladerunner/script/ps04.cpp304
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diff --git a/engines/bladerunner/script/ps04.cpp b/engines/bladerunner/script/ps04.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 ScriptPS04::InitializeScene() {
+ AI_Movement_Track_Pause(4);
+ if (Game_Flag_Query(42)) {
+ Game_Flag_Reset(42);
+ }
+ Setup_Scene_Information(-668.0f, -354.0f, 974.0f, 475);
+ if (Global_Variable_Query(1) == 1) {
+ Actor_Put_In_Set(4, 64);
+ Actor_Set_At_XYZ(4, -728.0f, -354.0f, 1090.0f, 150);
+ Actor_Change_Animation_Mode(4, 53);
+ }
+ Scene_Exit_Add_2D_Exit(0, 347, 113, 469, 302, 0);
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(0);
+ Ambient_Sounds_Add_Looping_Sound(45, 16, 1, 1);
+ Ambient_Sounds_Add_Looping_Sound(46, 50, 1, 1);
+ Ambient_Sounds_Add_Sound(47, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(48, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(49, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(50, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(51, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(52, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(53, 9, 40, 20, 20, 0, 0, -101, -101, 0, 0);
+ Scene_Loop_Start_Special(0, 0, 0);
+ Scene_Loop_Set_Default(1);
+}
+
+void ScriptPS04::SceneLoaded() {
+ Obstacle_Object("CHAIR07", true);
+ Unobstacle_Object("GOOD B.WALL", true);
+ Unobstacle_Object("B.DOOR", true);
+ Unobstacle_Object("B.CHAIR01", true);
+ Unclickable_Object("CHAIR07");
+ if (Global_Variable_Query(1) == 2 && !Actor_Clue_Query(0, 80) && !Game_Flag_Query(727)) {
+ Item_Add_To_World(111, 958, 64, -643.5f, -318.82f, 1148.87f, 525, 16, 12, false, true, false, true);
+ Game_Flag_Set(727);
+ }
+ if (Actor_Query_Is_In_Current_Set(4)) {
+ Actor_Change_Animation_Mode(4, 53);
+ }
+}
+
+bool ScriptPS04::MouseClick(int x, int y) {
+ return false;
+}
+
+bool ScriptPS04::ClickedOn3DObject(const char *objectName, bool a2) {
+ return false;
+}
+
+bool ScriptPS04::ClickedOnActor(int actorId) {
+ if (actorId == 4) {
+ if (!Loop_Actor_Walk_To_Actor(0, 4, 36, 1, false)) {
+ Actor_Face_Actor(0, 4, true);
+ Actor_Face_Actor(4, 0, true);
+ sub_4017E4();
+ return true;
+ }
+ }
+ return false;
+}
+
+bool ScriptPS04::ClickedOnItem(int itemId, bool a2) {
+ if (itemId == 111 && Actor_Query_Is_In_Current_Set(4)) {
+ Actor_Says(4, 560, 30);
+ } else if (!Actor_Clue_Query(0, 80)) {
+ Item_Remove_From_World(111);
+ Item_Pickup_Spin_Effect(958, 464, 362);
+ Actor_Says(0, 4485, 3);
+ Actor_Clue_Acquire(0, 80, 1, 0);
+ }
+ return false;
+}
+
+bool ScriptPS04::ClickedOnExit(int exitId) {
+ if (exitId == 0) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -668.0f, -350.85f, 962.0f, 0, 1, false, 0)) {
+ Game_Flag_Set(39);
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+ Set_Enter(63, 67);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool ScriptPS04::ClickedOn2DRegion(int region) {
+ return false;
+}
+
+void ScriptPS04::SceneFrameAdvanced(int frame) {
+}
+
+void ScriptPS04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
+}
+
+void ScriptPS04::PlayerWalkedIn() {
+ if (Actor_Query_Which_Set_In(4) == 64) {
+ Actor_Face_Actor(0, 4, true);
+ }
+ //return false;
+}
+
+void ScriptPS04::PlayerWalkedOut() {
+ AI_Movement_Track_Unpause(4);
+}
+
+void ScriptPS04::DialogueQueueFlushed(int a1) {
+}
+
+void ScriptPS04::sub_4017E4() {
+ Dialogue_Menu_Clear_List();
+ if (Global_Variable_Query(1) > 1) {
+ if (Actor_Clue_Query(0, 51)) {
+ DM_Add_To_List_Never_Repeat_Once_Selected(110, 5, 7, 4);
+ }
+ DM_Add_To_List_Never_Repeat_Once_Selected(120, 1, -1, -1);
+ if (Actor_Clue_Query(0, 110)) {
+ DM_Add_To_List_Never_Repeat_Once_Selected(150, 7, 6, 5);
+ }
+ }
+ if (Game_Flag_Query(169) == 1) {
+ DM_Add_To_List_Never_Repeat_Once_Selected(140, 3, -1, -1);
+ }
+ DM_Add_To_List(130, 1, 1, 1);
+ Dialogue_Menu_Add_DONE_To_List(160);
+ Dialogue_Menu_Appear(320, 240);
+ int answer = Dialogue_Menu_Query_Input();
+ Dialogue_Menu_Disappear();
+ switch (answer) {
+ case 130:
+ if (Game_Flag_Query(40) && !Game_Flag_Query(159)) {
+ Actor_Says(0, 3920, 13);
+ Actor_Says(4, 140, 30);
+ Actor_Face_Current_Camera(4, true);
+ Actor_Says(4, 150, 31);
+ Actor_Says(4, 160, 32);
+ Actor_Says(0, 3925, 18);
+ Actor_Face_Actor(4, 0, true);
+ Actor_Says(4, 170, 33);
+ Loop_Actor_Walk_To_XYZ(0, -716.0f, -354.85f, 1042.0f, 0, 0, false, 0);
+ Actor_Face_Actor(0, 4, true);
+ Actor_Says(0, 3930, 13);
+ Actor_Face_Actor(4, 0, true);
+ Actor_Says(4, 180, 34);
+ Actor_Says(0, 3935, 13);
+ Actor_Says(4, 190, 30);
+ Actor_Says(0, 3940, 16);
+ Actor_Says(4, 200, 31);
+ Actor_Says(4, 210, 33);
+ Actor_Says(4, 220, 34);
+ Actor_Says(0, 3945, 17);
+ Actor_Says(4, 230, 32);
+ Actor_Says(4, 240, 31);
+ Actor_Says(0, 3950, 13);
+ Actor_Says(4, 250, 34);
+ Actor_Says(4, 260, 33);
+ Actor_Says(4, 270, 32);
+ Game_Flag_Set(159);
+ if (Query_Difficulty_Level()) {
+ Global_Variable_Increment(2, 200);
+ }
+ Game_Flag_Set(723);
+ } else if (Game_Flag_Query(41) && !Game_Flag_Query(160)) {
+ Actor_Says(0, 3955, 13);
+ Actor_Says(4, 280, 30);
+ Actor_Says(0, 3960, 18);
+ Actor_Says(4, 290, 32);
+ Actor_Says(4, 300, 31);
+ Actor_Says(0, 3965, 13);
+ Actor_Says(4, 310, 33);
+ Actor_Says(4, 320, 34);
+ Game_Flag_Set(160);
+ } else if ((Actor_Clue_Query(0, 8) || Actor_Clue_Query(0, 9)) && Actor_Clue_Query(0, 22) && Actor_Query_Friendliness_To_Other(4, 0) < 50 && !Game_Flag_Query(161)) {
+ Actor_Says(0, 3970, 18);
+ Actor_Says(4, 330, 30);
+ Actor_Says(4, 340, 32);
+ Actor_Says(0, 3975, 13);
+ Actor_Says(4, 350, 31);
+ Actor_Says(4, 360, 34);
+ Actor_Says(0, 3980, 13);
+ Actor_Says(4, 370, 33);
+ Actor_Says(4, 380, 32);
+ Actor_Says(4, 390, 31);
+ Actor_Says(0, 3985, 18);
+ Actor_Says(4, 400, 34);
+ Actor_Says(4, 410, 31);
+ Game_Flag_Set(161);
+ } else if ((Actor_Clue_Query(0, 8) || Actor_Clue_Query(0, 9))
+ && Actor_Clue_Query(0, 22)
+ && !Game_Flag_Query(162)) {
+ Actor_Says(0, 3920, 13);
+ Actor_Says(4, 570, 32);
+ Actor_Says(0, 4070, 13);
+ Game_Flag_Set(162);
+ } else if (Actor_Query_Friendliness_To_Other(4, 0) >= 50) {
+ Actor_Says(0, 4020, 13);
+ Actor_Says(4, 580, 34);
+ Actor_Says(0, 4075, 16);
+ Actor_Says(4, 590, 33);
+ } else {
+ Actor_Says(0, 4020, 18);
+ Actor_Says(4, 130, 30);
+ Actor_Face_Current_Camera(4, true);
+ Actor_Says(0, 3915, 13);
+ }
+ break;
+ case 110:
+ Actor_Says(0, 3990, 19);
+ Actor_Says(0, 3995, 17);
+ Actor_Says(4, 440, 31);
+ Actor_Says(0, 4035, 13);
+ Actor_Says(4, 450, 34);
+ Actor_Says(4, 460, 33);
+ Actor_Says(0, 4040, 17);
+ Game_Flag_Set(625);
+ break;
+ case 120:
+ Actor_Says(0, 4000, 18);
+ Actor_Clue_Acquire(0, 82, 1, 4);
+ Actor_Says(4, 520, 33);
+ Actor_Says(0, 4055, 13);
+ Actor_Says(4, 530, 31);
+ Actor_Says(0, 4060, 13);
+ Actor_Says(4, 540, 31);
+ Actor_Says(4, 550, 32);
+ Actor_Says(0, 4065, 18);
+ Actor_Says(4, 560, 34);
+ if (Query_Difficulty_Level()) {
+ Global_Variable_Increment(2, 100);
+ }
+ break;
+ case 140:
+ Actor_Says(0, 4010, 12);
+ Actor_Says(4, 600, 31);
+ Actor_Says(0, 4080, 18);
+ Actor_Says(4, 610, 33);
+ Actor_Face_Heading(4, 400, false);
+ Actor_Says(4, 620, 32);
+ Actor_Face_Actor(4, 0, true);
+ Actor_Says(4, 700, 34);
+ Actor_Says(0, 4100, 13);
+ Actor_Says(4, 710, 31);
+ Actor_Says(4, 720, 34);
+ Actor_Says(0, 4105, 18);
+ Loop_Actor_Walk_To_XYZ(0, -668.0f, -350.85f, 962.0f, 0, 0, false, 0);
+ Actor_Says(4, 730, 32);
+ Actor_Face_Actor(0, 4, true);
+ Loop_Actor_Walk_To_XYZ(0, -716.0f, -354.85f, 1042.0f, 0, 0, false, 0);
+ Actor_Face_Actor(4, 0, true);
+ Actor_Says(4, 740, 31);
+ Actor_Says(4, 750, 32);
+ Actor_Says(4, 760, 33);
+ Actor_Face_Actor(0, 4, true);
+ Actor_Says(0, 4110, 13);
+ Actor_Says(4, 770, 32);
+ Actor_Says(4, 780, 31);
+ break;
+ case 150:
+ Actor_Says(0, 4015, 16);
+ Actor_Says(4, 630, 34);
+ Actor_Says(0, 4085, 19);
+ Actor_Says(0, 4090, 18);
+ Actor_Says(4, 640, 31);
+ Actor_Says(4, 650, 32);
+ Actor_Says(4, 670, 34);
+ Actor_Says(0, 4095, 17);
+ Actor_Says(4, 680, 32);
+ Actor_Says(4, 690, 31);
+ break;
+ default:
+ //TODO: what is this for?
+ //answer != 160;
+ break;
+ }
+}
+
+} // End of namespace BladeRunner