/* 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 ScriptBB05::InitializeScene() { if (Game_Flag_Query(298)) { Setup_Scene_Information(95.0f, -60.31f, 331.0f, 0); } else if (Game_Flag_Query(302)) { Setup_Scene_Information(87.0f, -60.34f, -96.0f, 0); } else if (Game_Flag_Query(300)) { Setup_Scene_Information(271.0f, -60.31f, 203.0f, 0); } else { Setup_Scene_Information(-212.0f, -60.31f, 131.0f, 0); } Scene_Exit_Add_2D_Exit(0, 92, 125, 187, 317, 3); Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3); Scene_Exit_Add_2D_Exit(2, 589, 0, 639, 479, 1); Scene_Exit_Add_2D_Exit(3, 481, 113, 573, 307, 0); Ambient_Sounds_Add_Looping_Sound(54, 12, 0, 1); Ambient_Sounds_Add_Looping_Sound(103, 28, 0, 1); Ambient_Sounds_Add_Looping_Sound(105, 14, 0, 1); Ambient_Sounds_Add_Sound(303, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(304, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(305, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(306, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(307, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(308, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(309, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(310, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(90, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(91, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(375, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(376, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(377, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(72, 5, 80, 14, 14, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(73, 5, 80, 14, 14, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(74, 5, 80, 14, 14, -100, 100, -101, -101, 0, 0); if (!Game_Flag_Query(495)) { Overlay_Play("BB05OVER", 0, 0, 0, 0); Game_Flag_Set(495); } } void ScriptBB05::SceneLoaded() { Obstacle_Object("PINHEAD", true); Obstacle_Object("X2WALLS&MOLDNG05", true); Obstacle_Object("QUADPATCH04", true); Unobstacle_Object("BOX16", true); Clickable_Object("PINHEAD"); Clickable_Object("BOX06"); Unclickable_Object("BOX06"); Unclickable_Object("BOX14"); if (Actor_Query_Goal_Number(56) == 200) { Actor_Set_Goal_Number(58, 299); Actor_Put_In_Set(58, 97); Actor_Set_At_Waypoint(58, 39, 0); } } bool ScriptBB05::MouseClick(int x, int y) { return false; } bool ScriptBB05::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptBB05::ClickedOnActor(int actorId) { return false; } bool ScriptBB05::ClickedOnItem(int itemId, bool a2) { return false; } bool ScriptBB05::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, -212.0f, -60.31f, 131.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(286); Set_Enter(21, 4); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(0, 95.0f, -60.31f, 331.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(297); Set_Enter(2, 7); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(0, 271.0f, -60.31f, 203.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(299); Set_Enter(3, 8); } return true; } if (exitId == 3) { if (!Loop_Actor_Walk_To_XYZ(0, 151.0f, -60.34f, -108.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(301); Set_Enter(102, 120); } return true; } return false; } bool ScriptBB05::ClickedOn2DRegion(int region) { return false; } void ScriptBB05::SceneFrameAdvanced(int frame) { } void ScriptBB05::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptBB05::PlayerWalkedIn() { if (Game_Flag_Query(298)) { Loop_Actor_Walk_To_XYZ(0, 95.0f, -60.31f, 303.0f, 0, 0, false, 0); Game_Flag_Reset(298); } else if (Game_Flag_Query(300)) { Loop_Actor_Walk_To_XYZ(0, 231.0f, -60.31f, 203.0f, 0, 0, false, 0); Game_Flag_Reset(300); } else if (Game_Flag_Query(302)) { Loop_Actor_Walk_To_XYZ(0, 111.0f, -60.31f, -24.0f, 0, 0, false, 0); Game_Flag_Reset(302); } else { Loop_Actor_Walk_To_XYZ(0, -76.0f, -60.31f, 131.0f, 0, 0, false, 0); Game_Flag_Reset(285); } if (Actor_Query_Goal_Number(56) == 200) { Actor_Face_Actor(56, 0, true); Actor_Face_Actor(0, 56, true); Actor_Says(56, 120, 13); Actor_Says(0, 7030, 15); Actor_Says(56, 130, 17); Actor_Says(56, 140, 16); Actor_Says(56, 150, 14); Actor_Says(56, 160, 15); Actor_Says(0, 7035, 14); Actor_Says(56, 170, 12); Actor_Says(0, 7040, 14); Actor_Says(56, 180, 16); Actor_Says(0, 7045, 14); if (Game_Flag_Query(399)) { Actor_Says(56, 190, 15); Actor_Says(0, 7050, 17); Actor_Says(56, 200, 16); Actor_Says_With_Pause(56, 210, 1.5f, 14); Actor_Says(0, 7055, 15); } else { Actor_Put_In_Set(58, 22); Actor_Set_At_Waypoint(58, 134, 0); Loop_Actor_Walk_To_Waypoint(58, 135, 0, 0, false); Actor_Says(58, 0, 3); Actor_Face_Actor(0, 58, true); Actor_Face_Actor(56, 58, true); Actor_Says(56, 220, 13); Loop_Actor_Walk_To_Waypoint(58, 134, 0, 0, false); Actor_Face_Actor(56, 0, true); Actor_Face_Actor(0, 56, true); Actor_Says(56, 230, 15); Actor_Says(0, 7060, 17); Actor_Says(56, 240, 12); } Actor_Says(0, 7065, 16); Actor_Says(56, 250, 16); Actor_Says(0, 7070, 18); Actor_Set_Goal_Number(56, 205); Actor_Set_Goal_Number(58, 201); Actor_Set_Goal_Number(54, 101); Actor_Set_Goal_Number(58, 200); } } void ScriptBB05::PlayerWalkedOut() { } void ScriptBB05::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner