diff options
Diffstat (limited to 'engines/bladerunner/script/ug01.cpp')
-rw-r--r-- | engines/bladerunner/script/ug01.cpp | 179 |
1 files changed, 179 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ug01.cpp b/engines/bladerunner/script/ug01.cpp new file mode 100644 index 0000000000..1d39e9553e --- /dev/null +++ b/engines/bladerunner/script/ug01.cpp @@ -0,0 +1,179 @@ +/* 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 |