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Diffstat (limited to 'engines/bladerunner/script/ug08.cpp')
-rw-r--r-- | engines/bladerunner/script/ug08.cpp | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ug08.cpp b/engines/bladerunner/script/ug08.cpp new file mode 100644 index 0000000000..34c1943cd7 --- /dev/null +++ b/engines/bladerunner/script/ug08.cpp @@ -0,0 +1,145 @@ +/* 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 ScriptUG08::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 ScriptUG08::SceneLoaded() { + Obstacle_Object("ELEV LEGS", true); + Unobstacle_Object("ELEV LEGS", true); + Unobstacle_Object("BOX RIGHT WALL ", true); +} + +bool ScriptUG08::MouseClick(int x, int y) { + return false; +} + +bool ScriptUG08::ClickedOn3DObject(const char *objectName, bool a2) { + return false; +} + +bool ScriptUG08::ClickedOnActor(int actorId) { + return false; +} + +bool ScriptUG08::ClickedOnItem(int itemId, bool a2) { + return false; +} + +bool ScriptUG08::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 ScriptUG08::ClickedOn2DRegion(int region) { + return false; +} + +void ScriptUG08::SceneFrameAdvanced(int frame) { + if (frame == 91) { + Ambient_Sounds_Play_Sound(372, 90, 0, 0, 100); + } +} + +void ScriptUG08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { +} + +void ScriptUG08::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 ScriptUG08::PlayerWalkedOut() { +} + +void ScriptUG08::DialogueQueueFlushed(int a1) { +} + +} // End of namespace BladeRunner |