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-rw-r--r--engines/bladerunner/script/ug03.cpp145
1 files changed, 145 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ug03.cpp b/engines/bladerunner/script/ug03.cpp
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index 0000000000..89c142dcb5
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+++ b/engines/bladerunner/script/ug03.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 ScriptUG03::InitializeScene() {
+ if (Game_Flag_Query(335)) {
+ Setup_Scene_Information(-51.0f, 0.03f, 255.0f, 780);
+ Game_Flag_Reset(335);
+ } else if (Game_Flag_Query(337)) {
+ Setup_Scene_Information(-139.0f, 0.03f, -13.0f, 540);
+ Game_Flag_Reset(337);
+ } else {
+ Setup_Scene_Information(-121.88f, 0.03f, 213.35f, 540);
+ }
+ Scene_Exit_Add_2D_Exit(0, 46, 137, 131, 296, 0);
+ Scene_Exit_Add_2D_Exit(1, 559, 141, 639, 380, 1);
+ Ambient_Sounds_Add_Looping_Sound(331, 15, 0, 1);
+ Ambient_Sounds_Add_Looping_Sound(332, 40, 0, 1);
+ Ambient_Sounds_Add_Looping_Sound(333, 40, 0, 1);
+ Ambient_Sounds_Add_Sound(402, 2, 120, 10, 11, 0, 100, 0, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(370, 2, 120, 10, 11, 0, 100, 0, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(396, 2, 120, 10, 11, 0, 100, 0, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(395, 2, 120, 10, 11, 0, 100, 0, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(234, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(235, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(391, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(392, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(393, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(394, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(224, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(225, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(226, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(227, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(228, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
+ Ambient_Sounds_Add_Sound(229, 2, 190, 12, 16, -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);
+}
+
+void ScriptUG03::SceneLoaded() {
+ Obstacle_Object("=WALL_RIGHT_HOLE", true);
+ Unobstacle_Object("=HOLERUBBLE1", true);
+ Clickable_Object("CHAIR_HEADZAPPER");
+ Clickable_Object("CHAIR_BACK");
+ Clickable_Object("CHAIR_SEAT");
+ Clickable_Object("CHAIR_STRAPLEGLEFT");
+ Clickable_Object("CHAIR_STRAPLEGRIGHT");
+}
+
+bool ScriptUG03::MouseClick(int x, int y) {
+ return false;
+}
+
+bool ScriptUG03::ClickedOn3DObject(const char *objectName, bool a2) {
+ if ((Object_Query_Click("CHAIR_BACK", objectName) || Object_Query_Click("CHAIR_SEAT", objectName) || Object_Query_Click("CHAIR_HEADZAPPER", objectName)) && !Loop_Actor_Walk_To_Scene_Object(0, "CHAIR_BACK", 36, 1, false)) {
+ Actor_Face_Object(0, "CHAIR_BACK", true);
+ if (!Actor_Clue_Query(0, 120)) {
+ Actor_Voice_Over(2550, 99);
+ Actor_Voice_Over(2560, 99);
+ Actor_Voice_Over(2570, 99);
+ Actor_Voice_Over(2580, 99);
+ Actor_Voice_Over(2590, 99);
+ Actor_Clue_Acquire(0, 120, 1, -1);
+ }
+ }
+ return false;
+}
+
+bool ScriptUG03::ClickedOnActor(int actorId) {
+ return false;
+}
+
+bool ScriptUG03::ClickedOnItem(int itemId, bool a2) {
+ return false;
+}
+
+bool ScriptUG03::ClickedOnExit(int exitId) {
+ if (exitId == 0) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -139.0f, 0.0f, -13.0f, 0, 1, false, 0)) {
+ if (Global_Variable_Query(1) < 4) {
+ Actor_Says(0, 8522, 14);
+ } else {
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+ Game_Flag_Set(336);
+ Set_Enter(83, 95);
+ }
+ }
+ return true;
+ }
+ if (exitId == 1) {
+ if (!Loop_Actor_Walk_To_XYZ(0, -51.0f, 0.0f, 255.0f, 0, 1, false, 0)) {
+ Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
+ Ambient_Sounds_Remove_All_Looping_Sounds(1);
+ Game_Flag_Set(334);
+ Set_Enter(77, 89);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool ScriptUG03::ClickedOn2DRegion(int region) {
+ return false;
+}
+
+void ScriptUG03::SceneFrameAdvanced(int frame) {
+}
+
+void ScriptUG03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
+}
+
+void ScriptUG03::PlayerWalkedIn() {
+}
+
+void ScriptUG03::PlayerWalkedOut() {
+}
+
+void ScriptUG03::DialogueQueueFlushed(int a1) {
+}
+
+} // End of namespace BladeRunner