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Diffstat (limited to 'engines/bladerunner/script/ug01.cpp')
-rw-r--r--engines/bladerunner/script/ug01.cpp179
1 files changed, 179 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ug01.cpp b/engines/bladerunner/script/ug01.cpp
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index 0000000000..1d39e9553e
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+++ b/engines/bladerunner/script/ug01.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/script.h"
+
+namespace BladeRunner {
+
+void ScriptUG01::InitializeScene() {
+ if (Game_Flag_Query(317)) {
+ Setup_Scene_Information(34.47f, -50.13f, -924.11f, 500);
+ Game_Flag_Reset(317);
+ } else if (Game_Flag_Query(118)) {
+ Setup_Scene_Information(-68.0f, -50.13f, -504.0f, 377);
+ } else {
+ Setup_Scene_Information(-126.0f, -50.13f, -286.0f, 0);
+ }
+ Scene_Exit_Add_2D_Exit(0, 280, 204, 330, 265, 0);
+ Scene_Exit_Add_2D_Exit(1, 144, 0, 210, 104, 0);
+ Scene_Exit_Add_2D_Exit(2, 0, 173, 139, 402, 3);
+ 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(291, 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(402, 2, 120, 10, 11, 20, 100, 0, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(370, 2, 120, 10, 11, 20, 100, 0, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(397, 2, 120, 10, 11, 20, 100, 0, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(396, 2, 120, 10, 11, 20, 100, 0, 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(234, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(391, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(394, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(224, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(227, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(228, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(229, 2, 190, 12, 16, 0, 100, 0, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(303, 5, 50, 17, 37, 0, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(304, 5, 50, 17, 37, 0, 100, -101, -101, 0, 0);
+ Ambient_Sounds_Add_Sound(305, 5, 50, 17, 37, 0, 100, -101, -101, 0, 0);
+ if (Game_Flag_Query(324)) {
+ Scene_Loop_Set_Default(3);
+ } else {
+ Scene_Loop_Set_Default(0);
+ }
+}
+
+void ScriptUG01::SceneLoaded() {
+ Unobstacle_Object("BEAM02", true);
+ Unobstacle_Object("BEAM03", true);
+ Unobstacle_Object("BEAM04", true);
+ Clickable_Object("PIPES_FG_LFT");
+}
+
+bool ScriptUG01::MouseClick(int x, int y) {
+ return false;
+}
+
+bool ScriptUG01::ClickedOn3DObject(const char *objectName, bool a2) {
+ if (Object_Query_Click("PIPES_FG_LFT", objectName)) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -9.0f, -50.13f, -148.0f, 0, 1, false, 0) && !Game_Flag_Query(324)) {
+ Actor_Says(0, 8525, 13);
+ Scene_Loop_Set_Default(3);
+ Scene_Loop_Start_Special(2, 2, 1);
+ Game_Flag_Set(324);
+ } else {
+ Actor_Says(0, 8525, 13);
+ }
+ }
+ return false;
+}
+
+bool ScriptUG01::ClickedOnActor(int actorId) {
+ return false;
+}
+
+bool ScriptUG01::ClickedOnItem(int itemId, bool a2) {
+ return false;
+}
+
+bool ScriptUG01::ClickedOnExit(int exitId) {
+ if (exitId == 0) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -32.0f, -50.13f, -1350.0f, 12, 1, false, 0)) {
+ Game_Flag_Set(316);
+ Set_Enter(83, 95);
+ }
+ return true;
+ }
+ if (exitId == 1) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -70.0f, -50.13f, -500.0f, 0, 1, false, 0)) {
+ Actor_Face_Heading(0, 768, false);
+ Loop_Actor_Travel_Ladder(0, 12, 1, 0);
+ Game_Flag_Set(119);
+ Game_Flag_Reset(259);
+ Game_Flag_Set(182);
+ Set_Enter(70, 80);
+ }
+ return true;
+ }
+ if (exitId == 2) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -126.0f, -50.13f, -286.0f, 0, 1, false, 0)) {
+ Game_Flag_Set(314);
+ Set_Enter(75, 87);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool ScriptUG01::ClickedOn2DRegion(int region) {
+ return false;
+}
+
+void ScriptUG01::SceneFrameAdvanced(int frame) {
+ if (frame >= 61 && frame <= 120) {
+ float v1 = (120 - frame) / 29500.0f;
+ Set_Fog_Density("BoxFog01", v1);
+ Set_Fog_Density("BoxFog02", v1);
+ Set_Fog_Density("BoxFog03", v1);
+ Set_Fog_Density("BoxFog04", v1);
+ } else if (frame > 120) {
+ Set_Fog_Density("BoxFog01", 0.0f);
+ Set_Fog_Density("BoxFog02", 0.0f);
+ Set_Fog_Density("BoxFog03", 0.0f);
+ Set_Fog_Density("BoxFog04", 0.0f);
+ }
+ //return false;
+}
+
+void ScriptUG01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
+}
+
+void ScriptUG01::PlayerWalkedIn() {
+ if (Game_Flag_Query(315)) {
+ Loop_Actor_Walk_To_XYZ(0, -55.0f, -50.13f, -288.0f, 12, 0, false, 0);
+ Game_Flag_Reset(315);
+ }
+ if (Game_Flag_Query(118)) {
+ Actor_Set_At_XYZ(0, -70.0f, 93.87f, -500.0f, 768);
+ Loop_Actor_Travel_Ladder(0, 12, 0, 0);
+ Loop_Actor_Walk_To_XYZ(0, -58.0f, -50.13f, -488.0f, 0, 0, false, 0);
+ Game_Flag_Reset(118);
+ }
+ if (Actor_Query_Goal_Number(6) == 310) {
+ Music_Play(21, 35, 0, 3, -1, 0, 0);
+ Actor_Set_Goal_Number(6, 311);
+ }
+ //return false;
+}
+
+void ScriptUG01::PlayerWalkedOut() {
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+}
+
+void ScriptUG01::DialogueQueueFlushed(int a1) {
+}
+
+
+} // End of namespace BladeRunner