/* 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 ScriptAR01::InitializeScene() { Music_Play(0, 25, 0, 2, -1, 1, 2); if (Game_Flag_Query(323)) { Setup_Scene_Information(-477.0f, 0.0f, -149.0f, 333); } else if (Game_Flag_Query(321) == 1) { Setup_Scene_Information(-182.0f, 0.0f, -551.0f, 518); } else { Setup_Scene_Information(-152.0f, 0.0f, 332.0f, 545); } Scene_Exit_Add_2D_Exit(0, 134, 165, 177, 290, 3); Scene_Exit_Add_2D_Exit(1, 319, 0, 639, 207, 0); if (Game_Flag_Query(252)) { Scene_Exit_Add_2D_Exit(2, 0, 404, 99, 479, 2); } Ambient_Sounds_Add_Looping_Sound(54, 50, 1, 1); Ambient_Sounds_Add_Looping_Sound(81, 60, 100, 1); Ambient_Sounds_Add_Looping_Sound(241, 50, 1, 1); Ambient_Sounds_Add_Sound(182, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(184, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(185, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(186, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(188, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(189, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(191, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(192, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(195, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(242, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(243, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(244, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(245, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(246, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(247, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(248, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(249, 3, 30, 11, 11, 50, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Speech_Sound(60, 0, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(60, 20, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(60, 40, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(60, 50, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Sound(68, 10, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(69, 10, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(375, 10, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(376, 10, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(377, 10, 180, 50, 100, 0, 0, -101, -101, 0, 0); if (Game_Flag_Query(252) && !Game_Flag_Query(321) && !Game_Flag_Query(323)) { Actor_Set_Invisible(0, true); Game_Flag_Set(273); Scene_Loop_Start_Special(0, 1, 0); Scene_Loop_Set_Default(2); } else if (Game_Flag_Query(252) && Game_Flag_Query(321)) { Scene_Loop_Start_Special(0, 0, 0); Scene_Loop_Set_Default(2); Game_Flag_Reset(321); } else if (!Game_Flag_Query(252) && Game_Flag_Query(321)) { Scene_Loop_Start_Special(0, 6, 0); Scene_Loop_Set_Default(7); Game_Flag_Reset(321); } else if (Game_Flag_Query(252) && Game_Flag_Query(323)) { Scene_Loop_Set_Default(2); } else if (!Game_Flag_Query(252) && Game_Flag_Query(323)) { Scene_Loop_Set_Default(7); } else { Scene_Loop_Set_Default(7); } } void ScriptAR01::SceneLoaded() { Obstacle_Object("DF_BOOTH", true); Unobstacle_Object("SPINNER BODY", true); } bool ScriptAR01::MouseClick(int x, int y) { return false; } bool ScriptAR01::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptAR01::ClickedOnActor(int actorId) { if (actorId == 16 || actorId == 20) { Actor_Face_Actor(0, actorId, true); Actor_Says(0, 8910, 14); return true; } if (actorId == 29) { Actor_Set_Goal_Number(29, 2); if (!Loop_Actor_Walk_To_XYZ(0, -120.73f, 0.0f, 219.17f, 12, 1, false, 0)) { Actor_Face_Actor(0, 29, true); Actor_Face_Actor(29, 0, true); if (Game_Flag_Query(328)) { if (Actor_Clue_Query(0, 93) && !Actor_Clue_Query(0, 64)) { Actor_Says(0, 40, 11); Actor_Says(29, 120, 14); Actor_Says(0, 45, 17); Actor_Says(29, 130, 14); Actor_Says(29, 140, 14); Actor_Says(0, 50, 13); Actor_Says(29, 150, 14); Actor_Clue_Acquire(0, 64, 1, 0); } else { if (Random_Query(1, 2) == 1) { Actor_Says(0, 30, 17); Actor_Says(29, 100, 14); Actor_Says(29, 110, 14); Actor_Says(0, 35, 13); } else { Actor_Says(0, 30, 17); Actor_Says(29, 220, 14); } } Actor_Set_Goal_Number(29, 1); } else { Actor_Says(0, 0, 18); Actor_Says(29, 0, 14); Actor_Says(29, 10, 14); Actor_Says(29, 20, 14); Actor_Says(29, 30, 14); Actor_Says(0, 5, 17); Actor_Says(29, 40, 14); Actor_Says(0, 10, 13); Actor_Says(29, 50, 14); Actor_Says(0, 15, 17); Actor_Says(29, 60, 14); Actor_Says(29, 70, 14); Actor_Says(29, 80, 14); Actor_Says(29, 90, 14); Actor_Says(0, 25, 13); Game_Flag_Set(328); Actor_Set_Goal_Number(29, 1); } return true; } } return false; } bool ScriptAR01::ClickedOnItem(int itemId, bool a2) { return false; } bool ScriptAR01::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, -358.0, 0.0, -149.0, 0, 1, false, 0)) { Loop_Actor_Walk_To_XYZ(0, -477.0, 0.0, -149.0, 0, 0, false, 0); Game_Flag_Set(322); Game_Flag_Set(464); Game_Flag_Reset(180); Game_Flag_Set(479); Set_Enter(8, 31); Actor_Set_Goal_Number(29, 3); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(0, -182.0, 0.0, -551.0, 0, 1, false, 0)) { Game_Flag_Set(320); Async_Actor_Walk_To_XYZ(0, -222.0, 0.0, -690.0, 0, false); Set_Enter(0, 1); Actor_Set_Goal_Number(29, 3); } return true; } if (exitId == 2) { if (Game_Flag_Query(486) == 1) { Spinner_Set_Selectable_Destination_Flag(6, 1); } int v1 = Loop_Actor_Walk_To_XYZ(0, -164.0f, 0.0f, 332.0f, 0, 1, false, 0); Actor_Face_Heading(0, 545, false); if (Actor_Query_Goal_Number(7) >= 2 && Actor_Query_Goal_Number(7) <= 103) { Player_Loses_Control(); Actor_Put_In_Set(7, 0); Actor_Set_At_XYZ(7, -448.0, 0.0, 130.0, 0); Loop_Actor_Walk_To_XYZ(7, -323.0f, 0.64f, 101.74f, 48, 0, true, 0); Loop_Actor_Walk_To_Actor(7, 0, 48, 0, true); Actor_Face_Actor(7, 0, true); Actor_Change_Animation_Mode(7, 6); Actor_Says(0, 1800, 21); Actor_Change_Animation_Mode(0, 48); Player_Gains_Control(); Actor_Retired_Here(0, 12, 48, 1, 7); } else if (!v1) { if (Game_Flag_Query(486) && !Game_Flag_Query(660)) { Actor_Voice_Over(4310, 99); Actor_Voice_Over(4320, 99); Actor_Voice_Over(4330, 99); Actor_Voice_Over(4340, 99); Actor_Voice_Over(4350, 99); Game_Flag_Set(660); } Game_Flag_Reset(176); Game_Flag_Reset(182); Game_Flag_Reset(179); Game_Flag_Reset(178); Game_Flag_Reset(258); Game_Flag_Reset(257); Game_Flag_Reset(180); int spinnerDest = Spinner_Interface_Choose_Dest(4, 0); Actor_Face_Heading(0, 545, 0); switch (spinnerDest) { case 0: Game_Flag_Set(178); Game_Flag_Reset(252); Game_Flag_Set(251); Set_Enter(61, 65); Scene_Loop_Start_Special(1, 5, 1); break; case 1: Game_Flag_Set(179); Game_Flag_Reset(252); Game_Flag_Set(250); Set_Enter(49, 48); Scene_Loop_Start_Special(1, 5, 1); break; case 2: Game_Flag_Set(182); Game_Flag_Reset(252); Game_Flag_Set(249); Set_Enter(69, 78); Scene_Loop_Start_Special(1, 5, 1); break; case 3: Game_Flag_Set(176); Game_Flag_Reset(252); Game_Flag_Set(248); Set_Enter(4, 13); Scene_Loop_Start_Special(1, 5, 1); break; case 5: Game_Flag_Set(261); Game_Flag_Reset(252); Game_Flag_Set(307); Set_Enter(17, 82); Scene_Loop_Start_Special(1, 5, 1); break; case 6: Game_Flag_Set(177); Game_Flag_Reset(252); Game_Flag_Set(253); Set_Enter(7, 25); Scene_Loop_Start_Special(1, 5, 1); break; case 7: Game_Flag_Set(258); Game_Flag_Reset(252); Game_Flag_Set(254); Set_Enter(20, 2); Scene_Loop_Start_Special(1, 5, 1); break; case 8: Game_Flag_Set(181); Game_Flag_Reset(252); Game_Flag_Set(255); Set_Enter(54, 54); Scene_Loop_Start_Special(1, 5, 1); break; case 9: Game_Flag_Set(257); Game_Flag_Reset(252); Game_Flag_Set(256); Set_Enter(37, 34); Scene_Loop_Start_Special(1, 5, 1); break; default: Game_Flag_Set(180); Actor_Set_Invisible(0, 0); break; } } return true; } return false; } bool ScriptAR01::ClickedOn2DRegion(int region) { return false; } void ScriptAR01::SceneFrameAdvanced(int frame) { if (frame == 16) { Ambient_Sounds_Play_Sound(118, 40, 0, 0, 99); } if (frame == 78 || frame == 199) { Ambient_Sounds_Play_Sound(116, 100, -50, -50, 99); } if (frame == 122 || frame == 242) { Ambient_Sounds_Play_Sound(119, 100, -50, -50, 99); } if (frame == 256) { Ambient_Sounds_Play_Sound(117, 40, -50, 80, 99); } if ((frame == 75 || frame == 196) && Game_Flag_Query(273)) { Actor_Face_Heading(0, 545, false); Actor_Change_Animation_Mode(0, 42); Game_Flag_Reset(273); } else if (frame == 196 && !Game_Flag_Query(273)) { Actor_Change_Animation_Mode(0, 41); } } void ScriptAR01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptAR01::PlayerWalkedIn() { if (!Game_Flag_Query(710)) { Game_Flag_Set(710); } if (Game_Flag_Query(323) == 1) { Loop_Actor_Walk_To_XYZ(0, -358.0f, 0.0f, -149.0f, 0, 1, false, 0); Game_Flag_Reset(323); } if (Actor_Query_Goal_Number(37) < 199) { Actor_Set_Goal_Number(37, 199); } } void ScriptAR01::PlayerWalkedOut() { Actor_Set_Invisible(0, 0); Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); if (!Game_Flag_Query(479)) { Music_Stop(2); } if (!Game_Flag_Query(322) && !Game_Flag_Query(320)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Outtake_Play(38, 1, -1); } } void ScriptAR01::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner