/* 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 ScriptDR01::InitializeScene() { if (Game_Flag_Query(225)) { Setup_Scene_Information(-835.0f, -0.04f, -118.0f, 664); } else if (Game_Flag_Query(11)) { Setup_Scene_Information(-711.0f, -0.04f, 70.0f, 307); } else if (Game_Flag_Query(531)) { Setup_Scene_Information(-1765.28f, -0.04f, -23.82f, 269); } else { Setup_Scene_Information(-386.0f, -0.04f, -82.0f, 792); } Scene_Exit_Add_2D_Exit(0, 240, 60, 450, 250, 0); Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3); if (Game_Flag_Query(253) && Global_Variable_Query(1) < 4) { Scene_Exit_Add_2D_Exit(2, 610, 0, 639, 479, 1); } if (Global_Variable_Query(1) >= 3) { Scene_Exit_Add_2D_Exit(3, 0, 45, 142, 201, 0); } Ambient_Sounds_Remove_All_Non_Looping_Sounds(0); Ambient_Sounds_Add_Looping_Sound(54, 50, 0, 1); Ambient_Sounds_Add_Looping_Sound(219, 12, 85, 1); Ambient_Sounds_Add_Looping_Sound(98, 14, 85, 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, 5, 80, 16, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(66, 5, 80, 16, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(378, 5, 80, 50, 100, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(379, 5, 80, 50, 100, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(380, 5, 80, 50, 100, -100, 100, -101, -101, 0, 0); if (Game_Flag_Query(272) && Game_Flag_Query(11)) { Scene_Loop_Start_Special(0, 3, 0); Scene_Loop_Set_Default(4); } else if (!Game_Flag_Query(272) && Game_Flag_Query(11)) { Scene_Loop_Start_Special(0, 2, 0); Scene_Loop_Set_Default(4); } else if (Game_Flag_Query(225)) { Scene_Loop_Start_Special(0, 1, 0); Scene_Loop_Set_Default(4); } else if (Game_Flag_Query(531) == 1) { Scene_Loop_Set_Default(4); } else { Scene_Loop_Start_Special(0, 0, 0); Scene_Loop_Set_Default(4); } } void ScriptDR01::SceneLoaded() { Obstacle_Object("TRASH CAN WITH FIRE", true); Obstacle_Object("V2PYLON02", true); Obstacle_Object("V2PYLON04", true); Obstacle_Object("U2 CHEWDOOR", true); Obstacle_Object("MMTRASHCAN", true); Obstacle_Object("PARKMETR02", true); Obstacle_Object("TRANSFORMER 01", true); Obstacle_Object("TRANSFORMER 02", true); Obstacle_Object("PARKMETR01", true); Obstacle_Object("Z2TRSHCAN", true); Obstacle_Object("Z2ENTRYDR", true); Obstacle_Object("Z2DR2", true); Unobstacle_Object("V2 BUILD01", true); } bool ScriptDR01::MouseClick(int x, int y) { return false; } bool ScriptDR01::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptDR01::ClickedOnActor(int actorId) { return actorId == 50; } bool ScriptDR01::ClickedOnItem(int itemId, bool a2) { return false; } bool ScriptDR01::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, -835.0f, -0.04f, -118.0f, 0, 1, false, 0)) { Async_Actor_Walk_To_XYZ(0, -911.0f, -0.04f, -118.0f, 0, false); Ambient_Sounds_Adjust_Looping_Sound(112, 10, -100, 1); Game_Flag_Set(224); Set_Enter(7, 26); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(0, -711.0f, -0.04f, 70.0f, 0, 1, false, 0)) { Async_Actor_Walk_To_XYZ(0, -796.0f, -0.04f, 166.0f, 0, false); Game_Flag_Set(10); Set_Enter(7, 28); } return true; } if (exitId == 2) { if (Loop_Actor_Walk_To_XYZ(0, -372.0f, -0.04f, -82.0f, 0, 1, false, 0)) { Game_Flag_Reset(176); Game_Flag_Reset(182); Game_Flag_Reset(179); Game_Flag_Reset(178); Game_Flag_Reset(180); Game_Flag_Reset(261); Game_Flag_Reset(177); Game_Flag_Reset(258); int spinnerDest = Spinner_Interface_Choose_Dest(-1, 0); switch (spinnerDest) { case 2: Game_Flag_Set(182); Game_Flag_Reset(253); Game_Flag_Set(249); Set_Enter(69, 78); break; case 3: Game_Flag_Set(176); Game_Flag_Reset(253); Game_Flag_Set(248); Set_Enter(4, 13); break; case 1: Game_Flag_Set(179); Game_Flag_Reset(253); Game_Flag_Set(250); Set_Enter(49, 48); break; case 0: Game_Flag_Set(178); Game_Flag_Reset(253); Game_Flag_Set(251); Set_Enter(61, 65); break; case 5: Game_Flag_Set(261); Game_Flag_Reset(253); Game_Flag_Set(307); Set_Enter(17, 82); break; case 4: Game_Flag_Set(180); Game_Flag_Reset(253); Game_Flag_Set(252); Set_Enter(0, 0); break; case 7: Game_Flag_Set(258); Game_Flag_Reset(253); Game_Flag_Set(254); Set_Enter(20, 2); break; case 8: Game_Flag_Set(181); Game_Flag_Reset(253); Game_Flag_Set(255); Set_Enter(54, 54); break; case 9: Game_Flag_Set(257); Game_Flag_Reset(253); Game_Flag_Set(256); Set_Enter(37, 34); break; default: Player_Loses_Control(); Game_Flag_Set(177); Loop_Actor_Walk_To_XYZ(0, -447.39f, 0.16f, -92.38f, 0, 0, true, 0); Player_Gains_Control(); break; } } return true; } if (exitId == 3) { float x, y, z; Actor_Query_XYZ(0, &x, &y, &z); bool v7 = false; if (-1200 < x) { v7 = Loop_Actor_Walk_To_XYZ(0, -1236.4f, -0.04f, -13.91f, 0, 1, false, 0); } if (!v7) { Game_Flag_Set(558); Game_Flag_Set(176); Game_Flag_Reset(177); Set_Enter(33, 23); } return true; } return false; } bool ScriptDR01::ClickedOn2DRegion(int region) { return false; } void ScriptDR01::SceneFrameAdvanced(int frame) { if (frame < 75) { Actor_Set_Invisible(0, true); } else { Actor_Set_Invisible(0, false); } if (frame == 2) { Ambient_Sounds_Play_Sound(487, 40, -40, 100, 99); } } void ScriptDR01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptDR01::PlayerWalkedIn() { if (Game_Flag_Query(531)) { Async_Actor_Walk_To_XYZ(0, -757.15f, -0.04f, 24.64f, 0, false); } else if (!Game_Flag_Query(225) && !Game_Flag_Query(11)) { Player_Loses_Control(); Loop_Actor_Walk_To_XYZ(0, -447.39f, 0.16f, -92.38f, 0, 0, false, 0); Player_Gains_Control(); } Game_Flag_Reset(225); Game_Flag_Reset(11); Game_Flag_Reset(531); } void ScriptDR01::PlayerWalkedOut() { if (!Game_Flag_Query(10) && !Game_Flag_Query(224) && !Game_Flag_Query(558)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Outtake_Play(35, 1, -1); } } void ScriptDR01::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner