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Diffstat (limited to 'engines/bladerunner/script/ug02.cpp')
-rw-r--r-- | engines/bladerunner/script/ug02.cpp | 256 |
1 files changed, 256 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ug02.cpp b/engines/bladerunner/script/ug02.cpp new file mode 100644 index 0000000000..d58806c335 --- /dev/null +++ b/engines/bladerunner/script/ug02.cpp @@ -0,0 +1,256 @@ +/* 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 ScriptUG02::InitializeScene() { + if (Game_Flag_Query(319)) { + Setup_Scene_Information(-313.0f, 155.73f, -128.0f, 556); + } else { + Setup_Scene_Information(-95.0f, 74.78f, -503.0f, 556); + } + Scene_Exit_Add_2D_Exit(0, 529, 130, 607, 277, 0); + Scene_Exit_Add_2D_Exit(1, 305, 36, 335, 192, 0); + Ambient_Sounds_Add_Looping_Sound(332, 43, 0, 1); + Ambient_Sounds_Add_Looping_Sound(333, 43, 0, 1); + 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(123, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(130, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(131, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(132, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(133, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(134, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(135, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(136, 2, 50, 17, 37, -50, -20, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(47, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(48, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(49, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(50, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(51, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(52, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(53, 2, 50, 27, 27, 10, 30, -101, -101, 0, 0); +} + +void ScriptUG02::SceneLoaded() { + Unobstacle_Object("BOX BACKROOM 2", true); + Unobstacle_Object("BACK_ROOM HALFWALL_", true); + Unobstacle_Object("GUN_4", true); + Obstacle_Object("GUN_1", true); + Unobstacle_Object("WALL_LEFT", true); + Unobstacle_Object("BOX BY STAIRS 1", true); + Unobstacle_Object("TANK", true); + Unobstacle_Object("DESK_DRUM", true); + Clickable_Object("GUN_1"); + Clickable_Object("GUN_2"); + Clickable_Object("CRATE_3"); + Footstep_Sounds_Set(0, 0); + Footstep_Sounds_Set(8, 2); + if (!Game_Flag_Query(656) && Game_Flag_Query(44)) { + Item_Add_To_World(88, 963, 75, -300.37f, 120.16f, -81.31f, 0, 8, 8, false, true, false, true); + } +} + +bool ScriptUG02::MouseClick(int x, int y) { + if (Game_Flag_Query(499)) { + return false; + } + if (Region_Check(0, 0, 245, 285) || Region_Check(0, 0, 350, 257)) { + return true; + } + if (Region_Check(81, 224, 639, 479) && !Game_Flag_Query(498)) { + Game_Flag_Set(499); + sub_402354(); + Game_Flag_Reset(499); + return true; + } + return false; +} + +bool ScriptUG02::ClickedOn3DObject(const char *objectName, bool a2) { + if (Object_Query_Click("GUN_1", objectName) || Object_Query_Click("GUN_2", objectName) || Object_Query_Click("CRATE_3", objectName)) { + Actor_Face_Object(0, "GUN_1", true); + if (!Game_Flag_Query(449) && Global_Variable_Query(1) < 4) { + Actor_Voice_Over(2430, 99); + Actor_Voice_Over(2440, 99); + Actor_Voice_Over(2450, 99); + Actor_Voice_Over(2460, 99); + Game_Flag_Set(449); + Actor_Clue_Acquire(0, 66, 1, -1); + return true; + } + if (Global_Variable_Query(1) <= 3) { + Actor_Says(0, 8580, 14); + return false; + } + if (Actor_Clue_Query(0, 66) && !Actor_Clue_Query(0, 121)) { + Actor_Voice_Over(2470, 99); + Actor_Voice_Over(2480, 99); + Actor_Voice_Over(2490, 99); + Actor_Voice_Over(2500, 99); + Actor_Clue_Acquire(0, 121, 1, -1); + } else if (!Actor_Clue_Query(0, 66)) { + Actor_Voice_Over(2510, 99); + Actor_Voice_Over(2520, 99); + Actor_Voice_Over(2530, 99); + } else if (Game_Flag_Query(708)) { + Actor_Says(0, 8580, 14); + } else { + Item_Pickup_Spin_Effect(996, 360, 440); + Actor_Says(0, 8525, 14); + Give_McCoy_Ammo(2, 18); + Game_Flag_Set(708); + } + return true; + } + return false; +} + +bool ScriptUG02::ClickedOnActor(int actorId) { + return false; +} + +bool ScriptUG02::ClickedOnItem(int itemId, bool a2) { + if (itemId == 88) { + Actor_Face_Item(0, 88, true); + Actor_Clue_Acquire(0, 62, 1, -1); + Game_Flag_Set(656); + Item_Remove_From_World(88); + Item_Pickup_Spin_Effect(963, 426, 316); + return true; + } + return false; +} + +bool ScriptUG02::ClickedOnExit(int exitId) { + if (exitId == 0) { + if (Game_Flag_Query(498) || !sub_402354()) { + int v2 = Player_Query_Combat_Mode(); + if (!Loop_Actor_Walk_To_XYZ(0, -202.0f, 120.16f, -74.0f, 0, 1, v2, 0)) { + Actor_Face_Heading(0, 270, false); + Footstep_Sound_Override_On(2); + Loop_Actor_Travel_Stairs(0, 4, 0, 0); + Footstep_Sound_Override_Off(); + int v3 = Player_Query_Combat_Mode(); + Loop_Actor_Walk_To_XYZ(0, -96.57f, 74.870003f, -271.28f, 0, 0, v3, 0); + int v4 = Player_Query_Combat_Mode(); + Loop_Actor_Walk_To_XYZ(0, -95.0f, 74.870003f, -503.0f, 0, 0, v4, 0); + Game_Flag_Set(315); + Set_Enter(74, 86); + } + } + return true; + } + if (exitId == 1) { + if (Game_Flag_Query(498)) { + if (sub_402354()) { + return true; + } + Loop_Actor_Walk_To_XYZ(0, -368.75f, 155.75f, -63.0f, 0, 0, false, 0); + Loop_Actor_Walk_To_XYZ(0, -340.75f, 155.75f, -119.0f, 0, 0, false, 0); + } + Loop_Actor_Walk_To_XYZ(0, -304.75f, 155.75f, -171.0f, 0, 0, false, 0); + Actor_Face_Heading(0, 14, false); + Loop_Actor_Travel_Ladder(0, 9, 1, 0); + Game_Flag_Set(318); + Game_Flag_Reset(259); + Game_Flag_Set(479); + if (!Game_Flag_Query(403)) { + Game_Flag_Set(388); + Game_Flag_Set(403); + Item_Remove_From_World(121); + } + Set_Enter(8, 33); + return true; + } + return false; +} + +bool ScriptUG02::ClickedOn2DRegion(int region) { + return false; +} + +void ScriptUG02::SceneFrameAdvanced(int frame) { + //return true; +} + +void ScriptUG02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { +} + +void ScriptUG02::PlayerWalkedIn() { + if (Game_Flag_Query(314)) { + Actor_Set_At_XYZ(0, -106.01f, 84.13f, -228.62f, 575); + Loop_Actor_Walk_To_XYZ(0, -148.0f, 84.13f, -67.0f, 0, 0, false, 0); + Actor_Face_Heading(0, 761, false); + Footstep_Sound_Override_On(2); + Loop_Actor_Travel_Stairs(0, 4, 1, 0); + Footstep_Sound_Override_Off(); + Game_Flag_Reset(314); + Game_Flag_Set(498); + } else if (Game_Flag_Query(319)) { + Actor_Set_At_XYZ(0, -304.75f, 265.0f, -171.0f, 0); + Loop_Actor_Travel_Ladder(0, 9, 0, 0); + Game_Flag_Reset(319); + Game_Flag_Reset(498); + } else { + Actor_Set_At_XYZ(0, -269.24f, 120.16f, -9.94f, 477); + Game_Flag_Set(498); + } + Game_Flag_Reset(499); + //return false; +} + +void ScriptUG02::PlayerWalkedOut() { + Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); + Ambient_Sounds_Remove_All_Looping_Sounds(1); +} + +void ScriptUG02::DialogueQueueFlushed(int a1) { +} + +bool ScriptUG02::sub_402354() { + if (!Game_Flag_Query(498)) { + int v0 = Player_Query_Combat_Mode(); + Loop_Actor_Walk_To_XYZ(0, -340.75f, 155.75f, -119.0f, 0, 0, v0, 0); + Loop_Actor_Walk_To_XYZ(0, -368.75f, 155.75f, -63.0f, 0, 0, v0, 0); + Loop_Actor_Walk_To_XYZ(0, -365.0f, 155.65f, -19.0f, 0, 0, v0, 0); + Actor_Face_Heading(0, 318, false); + Footstep_Sound_Override_On(2); + Loop_Actor_Travel_Stairs(0, 4, 0, 0); + Footstep_Sound_Override_Off(); + Game_Flag_Set(498); + return false; + } + if (!Loop_Actor_Walk_To_XYZ(0, -312.75f, 120.16f, 1.01f, 0, 1, false, 0)) { + Actor_Face_Heading(0, 830, false); + Footstep_Sound_Override_On(2); + Loop_Actor_Travel_Stairs(0, 4, 1, 0); + Footstep_Sound_Override_Off(); + Game_Flag_Reset(498); + return false; + } + return true; +} + +} // End of namespace BladeRunner |