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-rw-r--r--engines/bladerunner/script/scene.cpp152
1 files changed, 152 insertions, 0 deletions
diff --git a/engines/bladerunner/script/scene.cpp b/engines/bladerunner/script/scene.cpp
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+++ b/engines/bladerunner/script/scene.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/scene.h"
+
+namespace BladeRunner {
+
+bool SceneScript::Open(const Common::String &name) {
+ delete _currentScript;
+
+ if (name == "RC01") { _currentScript = new SceneScriptRC01(_vm); return true; }
+ if (name == "RC02") { _currentScript = new SceneScriptRC02(_vm); return true; }
+ if (name == "RC03") { _currentScript = new SceneScriptRC03(_vm); return true; }
+ if (name == "RC04") { _currentScript = new SceneScriptRC04(_vm); return true; }
+ if (name == "RC51") { _currentScript = new SceneScriptRC51(_vm); return true; }
+
+ return false;
+}
+
+SceneScript::~SceneScript() {
+ delete _currentScript;
+}
+
+void SceneScript::InitializeScene() {
+ _inScriptCounter++;
+ _currentScript->InitializeScene();
+ _inScriptCounter--;
+}
+
+void SceneScript::SceneLoaded() {
+ _inScriptCounter++;
+ _currentScript->SceneLoaded();
+ _inScriptCounter--;
+}
+
+bool SceneScript::MouseClick(int x, int y) {
+ if (_inScriptCounter > 0)
+ return true;
+
+ _inScriptCounter++;
+ //MouseX = x;
+ //MouseY = y;
+ bool result = _currentScript->MouseClick(x, y);
+ //SelectedEntity = -1;
+ _inScriptCounter--;
+ //MouseX = -1;
+ //MouseY = -1;
+ return result;
+}
+
+bool SceneScript::ClickedOn3DObject(const char *objectName, bool a2) {
+ if (_inScriptCounter > 0)
+ return true;
+
+ _inScriptCounter++;
+ bool result = _currentScript->ClickedOn3DObject(objectName, a2);
+ _inScriptCounter--;
+ return result;
+}
+
+bool SceneScript::ClickedOnActor(int actorId) {
+ if (_inScriptCounter > 0)
+ return true;
+
+ _inScriptCounter++;
+ bool result = _currentScript->ClickedOnActor(actorId);
+ _inScriptCounter--;
+ return result;
+}
+
+bool SceneScript::ClickedOnItem(int itemId, bool a2) {
+ if (_inScriptCounter > 0)
+ return true;
+
+ _inScriptCounter++;
+ bool result = _currentScript->ClickedOnItem(itemId, a2);
+ _inScriptCounter--;
+ return result;
+}
+
+bool SceneScript::ClickedOnExit(int exitId) {
+ if (_inScriptCounter > 0)
+ return true;
+
+ _inScriptCounter++;
+ bool result = _currentScript->ClickedOnExit(exitId);
+ _inScriptCounter--;
+ return result;
+}
+
+bool SceneScript::ClickedOn2DRegion(int region) {
+ if (_inScriptCounter > 0)
+ return true;
+
+ _inScriptCounter++;
+ bool result = _currentScript->ClickedOn2DRegion(region);
+ _inScriptCounter--;
+ return result;
+}
+
+void SceneScript::SceneFrameAdvanced(int frame) {
+ _inScriptCounter++;
+ _currentScript->SceneFrameAdvanced(frame);
+ _inScriptCounter--;
+}
+
+void SceneScript::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
+ _inScriptCounter++;
+ //TODO remove this check
+ if(_currentScript)
+ _currentScript->ActorChangedGoal(actorId, newGoal, oldGoal, currentSet);
+ _inScriptCounter--;
+}
+
+void SceneScript::PlayerWalkedIn() {
+ _inScriptCounter++;
+ _currentScript->PlayerWalkedIn();
+ _inScriptCounter--;
+}
+
+void SceneScript::PlayerWalkedOut() {
+ _inScriptCounter++;
+ _currentScript->PlayerWalkedOut();
+ _inScriptCounter--;
+}
+
+void SceneScript::DialogueQueueFlushed(int a1) {
+ _inScriptCounter++;
+ _currentScript->DialogueQueueFlushed(a1);
+ _inScriptCounter--;
+}
+
+} // End of namespace BladeRunner