diff options
Diffstat (limited to 'engines/bladerunner/script/scene/ps02.cpp')
-rw-r--r-- | engines/bladerunner/script/scene/ps02.cpp | 177 |
1 files changed, 177 insertions, 0 deletions
diff --git a/engines/bladerunner/script/scene/ps02.cpp b/engines/bladerunner/script/scene/ps02.cpp new file mode 100644 index 0000000000..84ae31d82c --- /dev/null +++ b/engines/bladerunner/script/scene/ps02.cpp @@ -0,0 +1,177 @@ +/* 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 SceneScriptPS02::InitializeScene() { + Player_Loses_Control(); + Setup_Scene_Information(-13.31f, -40.28f, -48.12f, 30); + Scene_Exit_Add_2D_Exit(0, 0, 0, 240, 479, 3); + Ambient_Sounds_Remove_All_Non_Looping_Sounds(0); + Ambient_Sounds_Add_Looping_Sound(386, 20, 1, 1); + Ambient_Sounds_Add_Looping_Sound(210, 20, 1, 1); + Ambient_Sounds_Add_Sound(0, 3, 20, 12, 16, 0, 0, -101, -101, 0, 0); + Scene_Loop_Start_Special(0, 0, 0); + Scene_Loop_Set_Default(1); +} + +void SceneScriptPS02::SceneLoaded() { + Obstacle_Object("E.DOOR01", true); + Obstacle_Object("E.DOOR02", true); + Clickable_Object("E.DOOR01"); + Clickable_Object("E.DOOR02"); +} + +bool SceneScriptPS02::MouseClick(int x, int y) { + return false; +} + +bool SceneScriptPS02::ClickedOn3DObject(const char *objectName, bool a2) { + if (Object_Query_Click("E.DOOR01", objectName) || Object_Query_Click("E.D00R02", objectName)) { + if (Game_Flag_Query(130) ) { + if (!Loop_Actor_Walk_To_XYZ(0, -5.0f, -40.0f, -15.0f, 0, 1, false, 0)) { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Set_Enter(61, 65); + Scene_Loop_Start_Special(1, 3, 1); + } + } else if (Game_Flag_Query(22) ) { + if (!Loop_Actor_Walk_To_XYZ(0, -5.0f, -40.0f, -15.0f, 0, 1, false, 0)) { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Set_Enter(15, 69); + Scene_Loop_Start_Special(1, 3, 1); + } + } else if (Game_Flag_Query(131) ) { + if (!Loop_Actor_Walk_To_XYZ(0, -5.0f, -40.0f, -15.0f, 0, 1, false, 0)) { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Set_Enter(66, 71); + Scene_Loop_Start_Special(1, 3, 1); + } + } else if (Game_Flag_Query(132) ) { + if (!Loop_Actor_Walk_To_XYZ(0, -5.0f, -40.0f, -15.0f, 0, 1, false, 0)) { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Set_Enter(63, 67); + Scene_Loop_Start_Special(1, 3, 1); + } + } else if (Game_Flag_Query(133) && !Loop_Actor_Walk_To_XYZ(0, -5.0f, -40.0f, -15.0f, 0, 1, false, 0)) { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Set_Enter(67, 72); + Scene_Loop_Start_Special(1, 3, 1); + } + } + return false; +} + +bool SceneScriptPS02::ClickedOnActor(int actorId) { + return false; +} + +bool SceneScriptPS02::ClickedOnItem(int itemId, bool a2) { + return false; +} + +bool SceneScriptPS02::ClickedOnExit(int exitId) { + return false; +} + +bool SceneScriptPS02::ClickedOn2DRegion(int region) { + return false; +} + +void SceneScriptPS02::SceneFrameAdvanced(int frame) { + if (frame == 1) { + Ambient_Sounds_Play_Sound(208, 45, 0, 0, 0); + } + if (frame == 91) { + Ambient_Sounds_Play_Sound(209, 45, 0, 0, 0); + } + //return true; +} + +void SceneScriptPS02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { +} + +void SceneScriptPS02::PlayerWalkedIn() { + Game_Flag_Reset(718); + Actor_Face_XYZ(0, 0, 0, 450.0f, true); + Player_Gains_Control(); + sub_4018BC(); + Player_Loses_Control(); + if (Game_Flag_Query(130) ) { + Set_Enter(61, 65); + Scene_Loop_Start_Special(1, 3, 1); + } else if (Game_Flag_Query(22) ) { + Set_Enter(15, 69); + Scene_Loop_Start_Special(1, 3, 1); + } else if (Game_Flag_Query(131) ) { + Set_Enter(66, 71); + Scene_Loop_Start_Special(1, 3, 1); + } else if (Game_Flag_Query(132) ) { + Set_Enter(63, 67); + Scene_Loop_Start_Special(1, 3, 1); + } else if (Game_Flag_Query(133) ) { + Set_Enter(67, 72); + Scene_Loop_Start_Special(1, 3, 1); + } + //return true; +} + +void SceneScriptPS02::PlayerWalkedOut() { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); + Player_Gains_Control(); +} + +void SceneScriptPS02::DialogueQueueFlushed(int a1) { +} + +void SceneScriptPS02::sub_4018BC() { + Scene_Exits_Disable(); + switch (Elevator_Activate(2)) { + case 7: + Game_Flag_Set(133); + break; + case 6: + Game_Flag_Set(132); + break; + case 5: + Game_Flag_Set(22); + break; + case 4: + Game_Flag_Set(130); + break; + case 3: + Game_Flag_Set(131); + break; + default: + break; + } + Scene_Exits_Enable(); +} + +} // End of namespace BladeRunner |