/* 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 ScriptHC02::InitializeScene() { Music_Play(4, 45, -60, 1, -1, 1, 3); if (Game_Flag_Query(109)) { Setup_Scene_Information(-88.0f, 0.14f, -463.0f, 540); } else { Setup_Scene_Information(-57.0f, 0.14f, 83.0f, 746); } Scene_Exit_Add_2D_Exit(0, 589, 255, 639, 479, 1); Scene_Exit_Add_2D_Exit(1, 505, 0, 639, 170, 0); Ambient_Sounds_Add_Looping_Sound(103, 50, 50, 0); Ambient_Sounds_Add_Looping_Sound(280, 50, 50, 0); Ambient_Sounds_Add_Sound(252, 3, 60, 33, 33, -60, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(254, 3, 60, 33, 33, -60, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(255, 3, 60, 33, 33, -60, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(256, 3, 60, 33, 33, -60, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(257, 3, 60, 33, 33, -60, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(258, 3, 60, 33, 33, -60, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(259, 3, 60, 33, 33, -100, 20, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(260, 3, 60, 33, 33, -100, 20, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(261, 3, 60, 33, 33, -100, 20, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(262, 3, 60, 33, 33, -100, 20, -101, -101, 0, 0); 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, 14, 14, 30, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(243, 3, 30, 14, 14, 30, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(244, 3, 30, 14, 14, 30, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(245, 3, 30, 14, 14, 30, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(246, 3, 30, 14, 14, 30, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(247, 3, 30, 14, 14, 30, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(248, 3, 30, 14, 14, 30, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(249, 3, 30, 14, 14, 30, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(238, 3, 50, 20, 20, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(240, 3, 50, 25, 25, -100, 100, -101, -101, 0, 0); if (Game_Flag_Query(384)) { Scene_Loop_Start_Special(0, 0, 0); Scene_Loop_Set_Default(1); Game_Flag_Reset(384); } else { Scene_Loop_Set_Default(1); } } void ScriptHC02::SceneLoaded() { Obstacle_Object("BARSTOOL01", true); } bool ScriptHC02::MouseClick(int x, int y) { return false; } bool ScriptHC02::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptHC02::ClickedOnActor(int actorId) { if (actorId == 32) { if (!Loop_Actor_Walk_To_XYZ(0, -150.51f, 0.14f, 62.74f, 0, 1, false, 0)) { Actor_Face_Actor(0, 32, true); if (!Game_Flag_Query(404)) { Actor_Says(0, 1225, 13); Actor_Says_With_Pause(32, 0, 0.0f, 13); Actor_Says(32, 10, 16); Actor_Set_Goal_Number(32, 1); Actor_Change_Animation_Mode(0, 23); Delay(1500); Actor_Change_Animation_Mode(0, 75); Delay(1500); Global_Variable_Increment(42, 1); Game_Flag_Set(404); } else if (Actor_Clue_Query(0, 254) && !Actor_Clue_Query(0, 257)) { Actor_Says(0, 4545, 11); Actor_Says(32, 120, 12); Actor_Says(32, 180, 13); Actor_Clue_Acquire(0, 257, 1, 32); Item_Pickup_Spin_Effect(975, 229, 215); } else if (Actor_Clue_Query(0, 122) && !Actor_Clue_Query(0, 131) && Global_Variable_Query(2) > 20 || Query_Difficulty_Level() == 0) { Actor_Clue_Acquire(0, 131, 1, 32); Actor_Says(0, 1230, 13); Actor_Says(32, 20, 12); Actor_Says(0, 1235, 13); Actor_Says(32, 30, 15); Actor_Says(0, 1240, 13); Actor_Says(32, 40, 14); Item_Pickup_Spin_Effect(945, 229, 215); Actor_Set_Goal_Number(32, 2); Actor_Change_Animation_Mode(0, 23); Delay(1500); Actor_Says_With_Pause(32, 50, 1.6f, 17); if (Query_Difficulty_Level()) { Global_Variable_Decrement(2, 20); } Actor_Says(0, 1245, 13); } else { if (Actor_Clue_Query(0, 75) && !Game_Flag_Query(405)) { Actor_Says(32, 80, 16); Actor_Says(0, 1265, 13); Actor_Says(32, 90, 13); Game_Flag_Set(405); } if (Global_Variable_Query(2) > 5 || Query_Difficulty_Level() == 0) { if (Query_Difficulty_Level()) { Global_Variable_Decrement(2, 5); } Global_Variable_Increment(42, 1); Actor_Says(0, 1250, 13); Actor_Says_With_Pause(32, 60, 0.8f, 14); Actor_Says(0, 1255, 13); Actor_Set_Goal_Number(32, 1); Actor_Change_Animation_Mode(0, 23); Delay(1500); Actor_Change_Animation_Mode(0, 75); Delay(1500); } else { Actor_Says_With_Pause(0, 1260, 0.3f, 13); Actor_Says(32, 70, 14); } } } return true; } return false; } bool ScriptHC02::ClickedOnItem(int itemId, bool a2) { return false; } bool ScriptHC02::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, 7.0f, 0.14f, 79.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(385); Set_Enter(8, 31); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(0, -76.0f, 0.14f, -339.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(110); Async_Actor_Walk_To_XYZ(0, -88.0f, 0.14f, -463.0f, 0, false); Set_Enter(8, 106); } return true; } return false; } bool ScriptHC02::ClickedOn2DRegion(int region) { return false; } void ScriptHC02::SceneFrameAdvanced(int frame) { if (frame == 70) { Sound_Play(73, 11, 50, -90, 50); } if (frame == 58) { Sound_Play(73, 11, 50, -90, 50); } if (frame == 69 || frame == 77 || frame == 86 || frame == 95 || frame == 104 || frame == 113 || frame == 119) { Sound_Play(60, Random_Query(6, 7), -20, 20, 50); } } void ScriptHC02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptHC02::PlayerWalkedIn() { if (Game_Flag_Query(109)) { Loop_Actor_Walk_To_XYZ(0, -76.0f, 0.14f, -339.0f, 0, 0, false, 0); Game_Flag_Reset(109); } } void ScriptHC02::PlayerWalkedOut() { } void ScriptHC02::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner