/* 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 ScriptCT06::InitializeScene() { if (Game_Flag_Query(77)) { Setup_Scene_Information(20.41f, -58.23f, 2.17f, 247); Game_Flag_Reset(77); } else if (Game_Flag_Query(144)) { Setup_Scene_Information(203.91f, -58.02f, 0.47f, 768); } else { Setup_Scene_Information(175.91f, -58.23f, 24.47f, 768); } Scene_Exit_Add_2D_Exit(0, 0, 440, 639, 479, 2); Scene_Exit_Add_2D_Exit(1, 401, 162, 536, 317, 0); if (Game_Flag_Query(40) && Actor_Query_In_Set(19, 30)) { Actor_Put_In_Set(19, 29); Actor_Set_At_XYZ(19, 58.41f, -58.23f, -24.97f, 240); Actor_Retired_Here(19, 72, 36, 1, 0); } Ambient_Sounds_Add_Looping_Sound(381, 100, 1, 1); Ambient_Sounds_Add_Looping_Sound(205, 20, 1, 1); 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(67, 80, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(68, 50, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(379, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(380, 70, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(377, 60, 180, 50, 100, 0, 0, -101, -101, 0, 0); if (Actor_Query_Goal_Number(19) == 13) { Ambient_Sounds_Add_Sound(196, 1, 5, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(197, 1, 5, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(198, 1, 5, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(199, 1, 5, 25, 25, -100, 100, -101, -101, 0, 0); } } void ScriptCT06::SceneLoaded() { Obstacle_Object("BOX02", true); Obstacle_Object("CB BOX01", true); Obstacle_Object("CB BOX02", true); Obstacle_Object("CB BOX03", true); Unobstacle_Object("INSULPIP01", true); Unobstacle_Object("CB BOX04", true); Unclickable_Object("DOOR"); if (Actor_Query_Goal_Number(19) == 13) { Preload(3); Preload(4); Preload(389); Preload(390); Preload(398); Preload(421); Preload(421); } } bool ScriptCT06::MouseClick(int x, int y) { return false; } bool ScriptCT06::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptCT06::ClickedOnActor(int actorId) { if (actorId == 19) { Loop_Actor_Walk_To_Actor(0, 19, 24, 1, false); Actor_Face_Actor(0, 19, true); if (Game_Flag_Query(145)) { Actor_Says(0, 8570, 13); return false; } Actor_Clue_Acquire(0, 20, 1, -1); Item_Pickup_Spin_Effect(984, 340, 369); Actor_Voice_Over(350, 99); Actor_Voice_Over(360, 99); Actor_Voice_Over(370, 99); if (!Game_Flag_Query(378)) { Actor_Voice_Over(380, 99); Actor_Voice_Over(390, 99); Actor_Voice_Over(400, 99); Actor_Voice_Over(410, 99); } Game_Flag_Set(145); return true; } return false; } bool ScriptCT06::ClickedOnItem(int itemId, bool a2) { return false; } bool ScriptCT06::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, 20.41f, -58.23f, -2.17f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(78); Set_Enter(28, 17); Game_Flag_Reset(212); } return true; } if (exitId == 1) { if (Actor_Query_Goal_Number(19) == 13) { if (!Loop_Actor_Walk_To_XYZ(0, 203.91f, -58.02f, 0.47f, 0, 1, false, 0)) { Ambient_Sounds_Remove_Sound(196, true); Ambient_Sounds_Remove_Sound(197, true); Ambient_Sounds_Remove_Sound(198, true); Ambient_Sounds_Remove_Sound(199, true); Player_Loses_Control(); Actor_Set_Goal_Number(19, 11); Game_Flag_Reset(212); } return true; } if (!Loop_Actor_Walk_To_XYZ(0, 203.91f, -58.02f, 0.47f, 0, 1, false, 0)) { if (Global_Variable_Query(1) < 3) { Actor_Face_Object(0, "DOOR", true); Actor_Says(0, 8522, 12); } else { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(79); Set_Enter(6, 20); Game_Flag_Reset(212); } } } return false; } bool ScriptCT06::ClickedOn2DRegion(int region) { return false; } void ScriptCT06::SceneFrameAdvanced(int frame) { } void ScriptCT06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptCT06::PlayerWalkedIn() { if (Game_Flag_Query(144) == 1) { Game_Flag_Reset(144); } } void ScriptCT06::PlayerWalkedOut() { } void ScriptCT06::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner