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-rw-r--r--engines/bladerunner/script/scene/ct10.cpp160
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diff --git a/engines/bladerunner/script/scene/ct10.cpp b/engines/bladerunner/script/scene/ct10.cpp
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+++ b/engines/bladerunner/script/scene/ct10.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 {
+
+void SceneScriptCT10::InitializeScene() {
+ Setup_Scene_Information(-121.0f, 0.0f, -78.0f, 446);
+ Game_Flag_Reset(84);
+ Scene_Exit_Add_2D_Exit(0, 135, 74, 238, 340, 0);
+ Ambient_Sounds_Add_Looping_Sound(336, 28, 0, 1);
+ Ambient_Sounds_Add_Sound(375, 6, 180, 33, 33, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(376, 5, 180, 33, 33, 0, 0, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(377, 5, 180, 33, 33, 0, 0, -101, -101, 0, 0);
+}
+
+void SceneScriptCT10::SceneLoaded() {
+ Obstacle_Object("BED", true);
+ Unobstacle_Object("WINDOW", true);
+ Unobstacle_Object("LOFT01", true);
+ Unobstacle_Object("LOFT02", true);
+ Unobstacle_Object("LOFT03", true);
+ Unobstacle_Object("LOFT04", true);
+ Unobstacle_Object("LOFT05", true);
+ Unobstacle_Object("LOFT06", true);
+ Unobstacle_Object("LOFT10", true);
+ Unobstacle_Object("LOFT11", true);
+ Unobstacle_Object("LOFT12", true);
+ Unobstacle_Object("LINE02", true);
+ Unobstacle_Object("CABINETFRONT", true);
+ Unobstacle_Object("CABINTESIDE", true);
+ Unobstacle_Object("BUSTEDTAPE2", true);
+ Unobstacle_Object("BOX CLOSET 1", true);
+ Clickable_Object("BED");
+ Clickable_Object("CABINETFRONT");
+ Clickable_Object("CABINETTOP");
+ Clickable_Object("TUB");
+ Scene_2D_Region_Add(0, 379, 229, 454, 375);
+}
+
+bool SceneScriptCT10::MouseClick(int x, int y) {
+ return false;
+}
+
+void SceneScriptCT10::sub_401844() {
+ if (!Loop_Actor_Walk_To_XYZ(0, 10.6f, 0.0f, -50.5f, 0, 1, false, 0)) {
+ Player_Loses_Control();
+ Actor_Face_Heading(0, 0, false);
+ Sound_Play(339, 100, 0, 0, 50);
+ Delay(1000);
+ if (Actor_Clue_Query(0, 110)) {
+ Actor_Voice_Over(3700, 99);
+ } else {
+ Item_Pickup_Spin_Effect(931, 435, 258);
+ Actor_Clue_Acquire(0, 110, 1, -1);
+ }
+ Player_Gains_Control();
+ }
+}
+
+bool SceneScriptCT10::ClickedOn3DObject(const char *objectName, bool a2) {
+ if (Object_Query_Click("TUB", objectName)) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -41.0f, 0.0f, -106.0f, 0, 1, false, 0)) {
+ Player_Loses_Control();
+ Actor_Face_Heading(0, 850, false);
+ Actor_Change_Animation_Mode(0, 38);
+ Delay(1000);
+ Sound_Play(338, 33, 0, 0, 50);
+ Delay(3000);
+ if (Actor_Clue_Query(0, 93)) {
+ Actor_Voice_Over(3700, 99);
+ } else {
+ Actor_Clue_Acquire(0, 93, 1, -1);
+ Item_Pickup_Spin_Effect(969, 364, 214);
+ }
+ Delay(1000);
+ Loop_Actor_Walk_To_XYZ(0, -41.0f, 0.0f, -82.0f, 0, 0, false, 1);
+ Player_Gains_Control();
+ }
+ return true;
+ }
+ if (Object_Query_Click("CABINETTOP", objectName) || Object_Query_Click("CABINETFRONT", objectName)) {
+ sub_401844();
+ return true;
+ }
+ return false;
+}
+
+bool SceneScriptCT10::ClickedOnActor(int actorId) {
+ return false;
+}
+
+bool SceneScriptCT10::ClickedOnItem(int itemId, bool a2) {
+ return false;
+}
+
+bool SceneScriptCT10::ClickedOnExit(int exitId) {
+ if (exitId == 0) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -93.0f, 0.0f, -38.0f, 0, 1, false, 0)) {
+ Loop_Actor_Walk_To_XYZ(0, -121.0f, 0.0f, -78.0f, 0, 0, false, 0);
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+ Game_Flag_Set(85);
+ Set_Enter(31, 21);
+ }
+ }
+ return false;
+}
+
+bool SceneScriptCT10::ClickedOn2DRegion(int region) {
+ if (region == 0) {
+ sub_401844();
+ }
+ return false;
+}
+
+void SceneScriptCT10::SceneFrameAdvanced(int frame) {
+}
+
+void SceneScriptCT10::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
+}
+
+void SceneScriptCT10::PlayerWalkedIn() {
+ Loop_Actor_Walk_To_XYZ(0, -93.0f, 0.0f, -38.0f, 0, 0, false, 0);
+ Loop_Actor_Walk_To_XYZ(0, -49.0f, 0.0f, -38.0f, 0, 0, false, 0);
+ if (!Game_Flag_Query(525)) {
+ Actor_Voice_Over(450, 99);
+ Actor_Voice_Over(460, 99);
+ Actor_Voice_Over(470, 99);
+ Game_Flag_Set(525);
+ }
+}
+
+void SceneScriptCT10::PlayerWalkedOut() {
+}
+
+void SceneScriptCT10::DialogueQueueFlushed(int a1) {
+}
+
+} // End of namespace BladeRunner