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Diffstat (limited to 'engines/bladerunner/script/scene.cpp')
-rw-r--r-- | engines/bladerunner/script/scene.cpp | 152 |
1 files changed, 152 insertions, 0 deletions
diff --git a/engines/bladerunner/script/scene.cpp b/engines/bladerunner/script/scene.cpp new file mode 100644 index 0000000000..1ca6408549 --- /dev/null +++ b/engines/bladerunner/script/scene.cpp @@ -0,0 +1,152 @@ +/* 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 |