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-rw-r--r--engines/bladerunner/script/scene/ug08.cpp145
1 files changed, 145 insertions, 0 deletions
diff --git a/engines/bladerunner/script/scene/ug08.cpp b/engines/bladerunner/script/scene/ug08.cpp
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+++ b/engines/bladerunner/script/scene/ug08.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 SceneScriptUG08::InitializeScene() {
+ if (Game_Flag_Query(430)) {
+ Setup_Scene_Information(-124.0f, 93.18f, 71.0f, 745);
+ } else {
+ Setup_Scene_Information(-432.0f, 0.0f, -152.0f, 370);
+ }
+ Scene_Exit_Add_2D_Exit(0, 125, 220, 157, 303, 3);
+ Scene_Exit_Add_2D_Exit(1, 353, 145, 552, 309, 1);
+ Ambient_Sounds_Add_Looping_Sound(331, 28, 0, 1);
+ Ambient_Sounds_Add_Looping_Sound(332, 40, 0, 1);
+ Ambient_Sounds_Add_Looping_Sound(333, 40, 0, 1);
+ Ambient_Sounds_Add_Sound(368, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(401, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(369, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(398, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(291, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(292, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(293, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(294, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(295, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(303, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(304, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(305, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
+ if (!Game_Flag_Query(610)) {
+ Game_Flag_Set(431);
+ Game_Flag_Set(610);
+ }
+ if (Game_Flag_Query(430)) {
+ Scene_Loop_Start_Special(0, 0, 0);
+ Scene_Loop_Set_Default(1);
+ } else if (Game_Flag_Query(431)) {
+ Scene_Loop_Set_Default(1);
+ } else {
+ Scene_Loop_Set_Default(4);
+ }
+}
+
+void SceneScriptUG08::SceneLoaded() {
+ Obstacle_Object("ELEV LEGS", true);
+ Unobstacle_Object("ELEV LEGS", true);
+ Unobstacle_Object("BOX RIGHT WALL ", true);
+}
+
+bool SceneScriptUG08::MouseClick(int x, int y) {
+ return false;
+}
+
+bool SceneScriptUG08::ClickedOn3DObject(const char *objectName, bool a2) {
+ return false;
+}
+
+bool SceneScriptUG08::ClickedOnActor(int actorId) {
+ return false;
+}
+
+bool SceneScriptUG08::ClickedOnItem(int itemId, bool a2) {
+ return false;
+}
+
+bool SceneScriptUG08::ClickedOnExit(int exitId) {
+ if (exitId == 0) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -432.0f, 0.0f, -152.0f, 0, 1, false, 0)) {
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+ Game_Flag_Set(426);
+ Set_Enter(80, 92);
+ }
+ } else if (exitId == 1) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -312.0f, -2.0f, 152.0f, 0, 1, false, 0)) {
+ Actor_Face_Heading(0, 240, false);
+ Footstep_Sound_Override_On(2);
+ Loop_Actor_Travel_Stairs(0, 11, 1, 0);
+ Footstep_Sound_Override_Off();
+ Loop_Actor_Walk_To_XYZ(0, -118.02f, 93.02f, 52.76f, 0, 0, false, 0);
+ Player_Loses_Control();
+ Actor_Set_Invisible(0, true);
+ Game_Flag_Set(429);
+ Game_Flag_Reset(431);
+ Set_Enter(85, 97);
+ Scene_Loop_Start_Special(1, 3, 0);
+ }
+ }
+ return false;
+}
+
+bool SceneScriptUG08::ClickedOn2DRegion(int region) {
+ return false;
+}
+
+void SceneScriptUG08::SceneFrameAdvanced(int frame) {
+ if (frame == 91) {
+ Ambient_Sounds_Play_Sound(372, 90, 0, 0, 100);
+ }
+}
+
+void SceneScriptUG08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
+}
+
+void SceneScriptUG08::PlayerWalkedIn() {
+ if (Game_Flag_Query(430)) {
+ Loop_Actor_Walk_To_XYZ(0, -167.0f, 93.18f, 71.0f, 0, 0, false, 0);
+ Loop_Actor_Walk_To_XYZ(0, -180.0f, 93.18f, 134.0f, 0, 0, false, 0);
+ Actor_Face_Heading(0, 745, false);
+ Footstep_Sound_Override_On(2);
+ Loop_Actor_Travel_Stairs(0, 11, 0, 0);
+ Footstep_Sound_Override_Off();
+ Player_Gains_Control();
+ }
+ Game_Flag_Reset(425);
+ Game_Flag_Reset(430);
+}
+
+void SceneScriptUG08::PlayerWalkedOut() {
+}
+
+void SceneScriptUG08::DialogueQueueFlushed(int a1) {
+}
+
+} // End of namespace BladeRunner