/* 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 ScriptCT08::InitializeScene() { if (Game_Flag_Query(679)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Outtake_Play(2, 0, -1); if (Game_Flag_Query(46)) { Outtake_Play(3, 0, -1); } else if (Game_Flag_Query(47)) { Outtake_Play(4, 0, -1); } else { Outtake_Play(5, 0, -1); } Outtake_Play(6, 0, -1); Game_Flag_Reset(679); } Actor_Force_Stop_Walking(0); if (Game_Flag_Query(380)) { Setup_Scene_Information(-11.0f, 0.0f, -156.0f, 769); } else if (Game_Flag_Query(79)) { Setup_Scene_Information(-143.0f, 0.0f, -92.0f, 420); } else { Setup_Scene_Information(-183.0f, 0.0f, 128.0f, 205); } Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3); Scene_Exit_Add_2D_Exit(1, 389, 0, 639, 303, 0); Scene_Exit_Add_2D_Exit(2, 115, 87, 137, 267, 3); if (Game_Flag_Query(550)) { Scene_2D_Region_Add(0, 185, 185, 230, 230); } 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, 5, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(380, 5, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(377, 5, 180, 50, 100, 0, 0, -101, -101, 0, 0); if (Game_Flag_Query(380)) { Scene_Loop_Start_Special(0, 0, 0); Scene_Loop_Set_Default(1); } else { Scene_Loop_Set_Default(1); } } void ScriptCT08::SceneLoaded() { Obstacle_Object("ASHTRAY", 1); Unobstacle_Object("BLANKET03", 1); if (!Actor_Clue_Query(0, 85)) { Item_Add_To_World(85, 943, 6, 44.0f, 0.0f, -95.0f, 540, 12, 12, 0, 1, 0, 1); } if (!Actor_Clue_Query(0, 87)) { Item_Add_To_World(81, 936, 6, -102.0f, 2.0f, 41.0f, 432, 6, 6, 0, 1, 0, 1); } } bool ScriptCT08::MouseClick(int x, int y) { return false; } bool ScriptCT08::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptCT08::ClickedOnActor(int actorId) { return false; } bool ScriptCT08::ClickedOnItem(int itemId, bool a2) { if (itemId == 81) { if (!Loop_Actor_Walk_To_Item(0, 81, 36, 1, 0) && !Game_Flag_Query(550)) { Actor_Clue_Acquire(0, 87, 1, -1); Item_Pickup_Spin_Effect(936, 266, 328); Item_Remove_From_World(81); Actor_Voice_Over(480, 99); Actor_Voice_Over(490, 99); Actor_Voice_Over(500, 99); } return true; } return false; } bool ScriptCT08::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, -183.0f, 0.0f, 128.0f, 0, 1, 0, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(81); Set_Enter(31, 21); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(0, -11.0f, 0.0f, -156.0f, 0, 1, 0, 0)) { Loop_Actor_Walk_To_XYZ(0, 0.0f, 0.0f, -102.0f, 0, 0, 0, 0); Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(379); Set_Enter(6, 105); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(0, -143.0f, 0.0f, -92.0f, 0, 1, 0, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(80); Set_Enter(29, 18); } return true; } return false; } bool ScriptCT08::ClickedOn2DRegion(int region) { if (region == 0) { if (!Loop_Actor_Walk_To_XYZ(0, -108.0f, 0.0f, -178.0f, 0, 1, 0, 0)) { Actor_Face_Heading(0, 512, 0); Game_Flag_Reset(550); Player_Set_Combat_Mode_Access(1); Scene_Exits_Enable(); Ambient_Sounds_Play_Sound(564, 40, 99, 0, 0); Scene_2D_Region_Remove(0); Player_Loses_Control(); } return true; } return false; } void ScriptCT08::SceneFrameAdvanced(int frame) { } void ScriptCT08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptCT08::PlayerWalkedIn() { if (Game_Flag_Query(550)) { Actor_Change_Animation_Mode(0, 3); Actor_Change_Animation_Mode(0, 0); Actor_Set_At_XYZ(0, -148.0f, 0.0f, 4.0f, 256); Player_Set_Combat_Mode_Access(0); Scene_Exits_Disable(); Game_Flag_Reset(380); Game_Flag_Reset(79); Autosave_Game(1); } else if (Game_Flag_Query(380)) { Game_Flag_Reset(380); } else if (Game_Flag_Query(79)) { Game_Flag_Reset(79); } else { Loop_Actor_Walk_To_XYZ(0, -156.0f, 0.0f, 128.0f, 0, 0, 0, 0); Game_Flag_Reset(84); } } void ScriptCT08::PlayerWalkedOut() { if (!Actor_Clue_Query(0, 85)) { Item_Remove_From_World(85); } } void ScriptCT08::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner