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-rw-r--r--engines/bladerunner/script/scene/bb02.cpp159
1 files changed, 159 insertions, 0 deletions
diff --git a/engines/bladerunner/script/scene/bb02.cpp b/engines/bladerunner/script/scene/bb02.cpp
new file mode 100644
index 0000000000..7b43ff4bb1
--- /dev/null
+++ b/engines/bladerunner/script/scene/bb02.cpp
@@ -0,0 +1,159 @@
+/* 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 {
+
+void SceneScriptBB02::InitializeScene() {
+ if (Game_Flag_Query(281)) {
+ Setup_Scene_Information(179.0f, -415.06f, 274.0f, 904);
+ } else if (Game_Flag_Query(333)) {
+ Setup_Scene_Information(-12.0f, -415.06f, -27.0f, 264);
+ Scene_Loop_Start_Special(0, 0, 0);
+ } else {
+ Setup_Scene_Information(98.0f, -415.06f, -593.0f, 530);
+ Game_Flag_Reset(262);
+ }
+ Scene_Exit_Add_2D_Exit(0, 313, 137, 353, 173, 0);
+ Scene_Exit_Add_2D_Exit(1, 207, 291, 275, 443, 3);
+ Scene_Exit_Add_2D_Exit(2, 303, 422, 639, 479, 2);
+ Ambient_Sounds_Add_Looping_Sound(54, 20, 0, 1);
+ Ambient_Sounds_Add_Looping_Sound(103, 40, 0, 1);
+ Ambient_Sounds_Add_Sound(443, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(444, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(445, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(446, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(82, 5, 60, 20, 40, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(83, 5, 60, 20, 45, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(84, 5, 60, 20, 40, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(90, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(91, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(375, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(376, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(377, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(72, 5, 80, 14, 16, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(73, 5, 80, 14, 16, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(74, 5, 80, 14, 16, -100, 100, -101, -101, 0, 0);
+ if (!Game_Flag_Query(494)) {
+ Game_Flag_Set(493);
+ Game_Flag_Set(494);
+ }
+ if (Game_Flag_Query(493)) {
+ Scene_Loop_Set_Default(1);
+ } else {
+ Scene_Loop_Set_Default(4);
+ }
+}
+
+void SceneScriptBB02::SceneLoaded() {
+ Obstacle_Object("ELEVATOR01", true);
+ Obstacle_Object("U2 DOOR", true);
+}
+
+bool SceneScriptBB02::MouseClick(int x, int y) {
+ return false;
+}
+
+bool SceneScriptBB02::ClickedOn3DObject(const char *objectName, bool a2) {
+ return false;
+}
+
+bool SceneScriptBB02::ClickedOnActor(int actorId) {
+ return false;
+}
+
+bool SceneScriptBB02::ClickedOnItem(int itemId, bool a2) {
+ return false;
+}
+
+bool SceneScriptBB02::ClickedOnExit(int exitId) {
+ if (exitId == 0) {
+ if (!Loop_Actor_Walk_To_XYZ(0, 98.0f, -415.06f, -593.0f, 0, 1, false, 0)) {
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+ Game_Flag_Set(263);
+ Set_Enter(20, 2);
+ }
+ return true;
+ }
+ if (exitId == 1) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -12.0f, -415.06f, -27.0f, 0, 1, false, 0)) {
+ Player_Loses_Control();
+ if (!Game_Flag_Query(493)) {
+ Scene_Loop_Start_Special(2, 0, 1);
+ }
+ Game_Flag_Set(332);
+ Game_Flag_Reset(493);
+ Set_Enter(1, 5);
+ Scene_Loop_Start_Special(1, 3, 0);
+ }
+ return true;
+ }
+ if (exitId == 2) {
+ if (!Loop_Actor_Walk_To_XYZ(0, 86.0f, -415.06f, 174.0f, 0, 1, false, 0)) {
+ Loop_Actor_Walk_To_XYZ(0, 179.0f, -415.06f, 274.0f, 0, 0, false, 0);
+ Game_Flag_Set(282);
+ Game_Flag_Reset(493);
+ Set_Enter(21, 4);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool SceneScriptBB02::ClickedOn2DRegion(int region) {
+ return false;
+}
+
+void SceneScriptBB02::SceneFrameAdvanced(int frame) {
+ if (frame == 1) {
+ Ambient_Sounds_Play_Sound(434, 40, -50, -50, 0);
+ }
+ if (frame == 124) {
+ Ambient_Sounds_Play_Sound(434, 40, -50, -50, 0);
+ }
+}
+
+void SceneScriptBB02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
+}
+
+void SceneScriptBB02::PlayerWalkedIn() {
+ if (Game_Flag_Query(281)) {
+ Loop_Actor_Walk_To_XYZ(0, 86.0f, -415.06f, 174.0f, 0, 0, false, 0);
+ Game_Flag_Reset(281);
+ } else if (Game_Flag_Query(333)) {
+ Loop_Actor_Walk_To_XYZ(0, 35.0f, -415.06f, -27.0f, 0, 0, false, 0);
+ Player_Gains_Control();
+ Game_Flag_Reset(333);
+ }
+}
+
+void SceneScriptBB02::PlayerWalkedOut() {
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+}
+
+void SceneScriptBB02::DialogueQueueFlushed(int a1) {
+}
+
+} // End of namespace BladeRunner