/* 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/scene.h" namespace BladeRunner { bool SceneScript::Open(const Common::String &name) { delete _currentScript; if (name == "RC01") { _currentScript = new SceneScriptRC01(_vm); return true; } if (name == "RC02") { _currentScript = new SceneScriptRC02(_vm); return true; } if (name == "RC03") { _currentScript = new SceneScriptRC03(_vm); return true; } if (name == "RC04") { _currentScript = new SceneScriptRC04(_vm); return true; } if (name == "RC51") { _currentScript = new SceneScriptRC51(_vm); return true; } return false; } SceneScript::~SceneScript() { delete _currentScript; } void SceneScript::InitializeScene() { _inScriptCounter++; _currentScript->InitializeScene(); _inScriptCounter--; } void SceneScript::SceneLoaded() { _inScriptCounter++; _currentScript->SceneLoaded(); _inScriptCounter--; } bool SceneScript::MouseClick(int x, int y) { if (_inScriptCounter > 0) return true; _inScriptCounter++; //MouseX = x; //MouseY = y; bool result = _currentScript->MouseClick(x, y); //SelectedEntity = -1; _inScriptCounter--; //MouseX = -1; //MouseY = -1; return result; } bool SceneScript::ClickedOn3DObject(const char *objectName, bool a2) { if (_inScriptCounter > 0) return true; _inScriptCounter++; bool result = _currentScript->ClickedOn3DObject(objectName, a2); _inScriptCounter--; return result; } bool SceneScript::ClickedOnActor(int actorId) { if (_inScriptCounter > 0) return true; _inScriptCounter++; bool result = _currentScript->ClickedOnActor(actorId); _inScriptCounter--; return result; } bool SceneScript::ClickedOnItem(int itemId, bool a2) { if (_inScriptCounter > 0) return true; _inScriptCounter++; bool result = _currentScript->ClickedOnItem(itemId, a2); _inScriptCounter--; return result; } bool SceneScript::ClickedOnExit(int exitId) { if (_inScriptCounter > 0) return true; _inScriptCounter++; bool result = _currentScript->ClickedOnExit(exitId); _inScriptCounter--; return result; } bool SceneScript::ClickedOn2DRegion(int region) { if (_inScriptCounter > 0) return true; _inScriptCounter++; bool result = _currentScript->ClickedOn2DRegion(region); _inScriptCounter--; return result; } void SceneScript::SceneFrameAdvanced(int frame) { _inScriptCounter++; _currentScript->SceneFrameAdvanced(frame); _inScriptCounter--; } void SceneScript::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { _inScriptCounter++; //TODO remove this check if(_currentScript) _currentScript->ActorChangedGoal(actorId, newGoal, oldGoal, currentSet); _inScriptCounter--; } void SceneScript::PlayerWalkedIn() { _inScriptCounter++; _currentScript->PlayerWalkedIn(); _inScriptCounter--; } void SceneScript::PlayerWalkedOut() { _inScriptCounter++; _currentScript->PlayerWalkedOut(); _inScriptCounter--; } void SceneScript::DialogueQueueFlushed(int a1) { _inScriptCounter++; _currentScript->DialogueQueueFlushed(a1); _inScriptCounter--; } } // End of namespace BladeRunner