/* 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 ScriptHF01::InitializeScene() { if (Game_Flag_Query(617)) { Setup_Scene_Information(243.94f, 8.0f, -341.9f, 342); } else if (Game_Flag_Query(313)) { Setup_Scene_Information(-202.0f, 0.0f, -619.0f, 407); } else if (Game_Flag_Query(311)) { Setup_Scene_Information(124.0f, 8.0f, -880.0f, 455); } else if (Game_Flag_Query(309)) { Setup_Scene_Information(406.0f, 8.0f, -813.0f, 455); } else { Setup_Scene_Information(100.0f, 0.0f, -260.0f, 0); } Scene_Exit_Add_2D_Exit(0, 81, 226, 169, 321, 0); if (!Game_Flag_Query(663)) { Scene_Exit_Add_2D_Exit(1, 304, 239, 492, 339, 0); Scene_Exit_Add_2D_Exit(2, 560, 231, 639, 360, 0); if (Game_Flag_Query(256)) { Scene_Exit_Add_2D_Exit(3, 0, 311, 66, 417, 2); } } Ambient_Sounds_Add_Looping_Sound(54, 50, 0, 1); Ambient_Sounds_Add_Looping_Sound(340, 25, 0, 1); Ambient_Sounds_Add_Looping_Sound(81, 60, 100, 1); 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(68, 10, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(69, 10, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(375, 10, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(376, 10, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(377, 10, 180, 50, 100, 0, 0, -101, -101, 0, 0); if (Game_Flag_Query(256)) { if (!Game_Flag_Query(309) && !Game_Flag_Query(311) && !Game_Flag_Query(313)) { Scene_Loop_Start_Special(0, 0, 0); } Scene_Loop_Set_Default(1); } else if (Game_Flag_Query(663)) { Scene_Loop_Set_Default(1); } else { Scene_Loop_Set_Default(5); } } void ScriptHF01::SceneLoaded() { Obstacle_Object("LOFT41", true); if (!Game_Flag_Query(256)) { Unobstacle_Object("OBSTACLE BOX15", true); } } bool ScriptHF01::MouseClick(int x, int y) { return false; } bool ScriptHF01::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptHF01::ClickedOnActor(int actorId) { int v1; if (Global_Variable_Query(45) == 2) { v1 = 3; } else if (Global_Variable_Query(45) == 3) { v1 = 6; } else { v1 = -1; } if (actorId == 22 || actorId == 31) { if (!Loop_Actor_Walk_To_XYZ(0, 504.04f, 8.0f, -242.17f, 12, 1, false, 0)) { ADQ_Flush(); Actor_Face_Actor(0, 31, true); if (Game_Flag_Query(382)) { sub_4026B4(); } else { Actor_Says(0, 1455, 15); Actor_Says(31, 40, 13); Actor_Says(0, 1460, 13); Actor_Says(31, 50, 12); Item_Pickup_Spin_Effect(951, 396, 359); Actor_Face_Heading(31, 271, false); Actor_Says(31, 60, 12); Actor_Says(0, 1465, 15); Actor_Face_Actor(31, 0, true); Actor_Says(31, 70, 13); Actor_Says(0, 1470, 14); Actor_Says(22, 30, 3); Actor_Says(31, 80, 15); Actor_Says(22, 50, 3); Actor_Says(31, 110, 14); Game_Flag_Set(382); } return true; } return false; } if (actorId == v1) { if (!Loop_Actor_Walk_To_Actor(0, actorId, 28, 1, false)) { if (Actor_Query_Goal_Number(v1) == 599) { Actor_Says(0, 8630, 13); return true; } if (Global_Variable_Query(1) == 5 && (Actor_Clue_Query(0, 139) || Actor_Clue_Query(0, 141)) && !Game_Flag_Query(165) && Actor_Query_Goal_Number(9) != 2 && Game_Flag_Query(653) && !Game_Flag_Query(662)) { Game_Flag_Set(662); Actor_Face_Actor(0, v1, true); Actor_Face_Actor(v1, 0, true); if (v1 == 3) { sub_4032DC(); } else if (v1 == 6) { sub_403484(); } Async_Actor_Walk_To_XYZ(v1, -175.0f, 8.0f, -617.0f, 0, false); Loop_Actor_Walk_To_XYZ(0, -137.0f, 8.0f, -577.0f, 0, 0, false, 1); Game_Flag_Set(312); Set_Enter(41, 38); } } } return false; } bool ScriptHF01::ClickedOnItem(int itemId, bool a2) { return false; } bool ScriptHF01::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, -202.0f, 8.0f, -619.0f, 0, 1, false, 0)) { Game_Flag_Set(312); Set_Enter(41, 38); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(0, 124.0f, 8.0f, -724.0f, 0, 1, false, 0)) { Loop_Actor_Walk_To_XYZ(0, 124.0f, 8.0f, -880.0f, 0, 0, false, 0); Game_Flag_Set(310); Set_Enter(39, 36); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(0, 406.0f, 8.0f, -717.0f, 0, 1, false, 0)) { Loop_Actor_Walk_To_XYZ(0, 406.0f, 8.0f, -813.0f, 0, 0, false, 0); Game_Flag_Set(308); Set_Enter(38, 35); } return true; } if (exitId == 3) { if (!Loop_Actor_Walk_To_XYZ(0, 100.0f, 0.0f, -260.0f, 0, 1, false, 0)) { Game_Flag_Reset(176); Game_Flag_Reset(182); Game_Flag_Reset(179); Game_Flag_Reset(178); Game_Flag_Reset(258); Game_Flag_Reset(257); int spinnerDest = Spinner_Interface_Choose_Dest(3, 0); switch (spinnerDest) { case 0: Game_Flag_Set(178); Game_Flag_Reset(256); Game_Flag_Set(251); Set_Enter(61, 65); Scene_Loop_Start_Special(1, 4, 1); break; case 1: Game_Flag_Set(179); Game_Flag_Reset(256); Game_Flag_Set(250); Set_Enter(49, 48); Scene_Loop_Start_Special(1, 4, 1); break; case 2: Game_Flag_Set(182); Game_Flag_Reset(256); Game_Flag_Set(249); Set_Enter(69, 78); Scene_Loop_Start_Special(1, 4, 1); break; case 3: Game_Flag_Set(176); Game_Flag_Reset(256); Game_Flag_Set(248); Set_Enter(4, 13); Scene_Loop_Start_Special(1, 4, 1); break; case 5: Game_Flag_Set(261); Game_Flag_Reset(256); Game_Flag_Set(307); Set_Enter(17, 82); Scene_Loop_Start_Special(1, 4, 1); break; case 4: Game_Flag_Set(180); Game_Flag_Reset(256); Game_Flag_Set(252); Set_Enter(0, 0); Scene_Loop_Start_Special(1, 4, 1); break; case 7: Game_Flag_Set(258); Game_Flag_Reset(256); Game_Flag_Set(254); Set_Enter(20, 2); Scene_Loop_Start_Special(1, 4, 1); break; case 6: Game_Flag_Set(177); Game_Flag_Reset(256); Game_Flag_Set(253); Set_Enter(7, 25); Scene_Loop_Start_Special(1, 4, 1); break; case 8: Game_Flag_Set(181); Game_Flag_Reset(256); Game_Flag_Set(255); Set_Enter(54, 54); Scene_Loop_Start_Special(1, 4, 1); break; default: Game_Flag_Set(257); Loop_Actor_Walk_To_XYZ(0, 100.0f, 0.0f, -300.0f, 0, 1, false, 0); break; } } return true; } return false; } bool ScriptHF01::ClickedOn2DRegion(int region) { return false; } void ScriptHF01::SceneFrameAdvanced(int frame) { if (frame == 10) { Sound_Play(118, 40, 0, 0, 50); } if (frame == 72 || frame == 193) { Sound_Play(116, 100, -50, -50, 50); } if (frame == 88 || frame == 214) { Sound_Play(119, 100, -50, -50, 50); } if (frame == 242) { Sound_Play(117, 40, -50, 80, 50); } if (Actor_Query_Goal_Number(31) == 1) { Actor_Set_Goal_Number(31, 0); } } void ScriptHF01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptHF01::PlayerWalkedIn() { if (Game_Flag_Query(663)) { ADQ_Flush(); ADQ_Add(24, 280, 3); Actor_Put_In_Set(23, 37); Actor_Set_At_XYZ(23, 8.2f, 8.0f, -346.67f, 1021); Actor_Put_In_Set(24, 37); Actor_Set_At_XYZ(24, 51.21f, 8.0f, -540.78f, 796); Non_Player_Actor_Combat_Mode_On(23, 3, 1, 0, 4, 4, 7, 8, 0, 0, 0, 100, 300, 0); Non_Player_Actor_Combat_Mode_On(24, 3, 1, 0, 4, 4, 7, 8, 0, 0, 0, 100, 300, 0); } if (!Game_Flag_Query(165) && Actor_Query_Goal_Number(9) != 2) { if (Actor_Clue_Query(0, 141) && Global_Variable_Query(45) == 3 && Actor_Query_Goal_Number(6) != 599) { Actor_Put_In_Set(6, 37); Actor_Set_At_XYZ(6, -5.0f, 8.0f, -622.0f, 419); Actor_Set_Targetable(6, true); } else if (Actor_Clue_Query(0, 139) && Global_Variable_Query(45) == 2 && Actor_Query_Goal_Number(3) != 599) { Actor_Put_In_Set(3, 37); Actor_Set_At_XYZ(3, -5.0f, 8.0f, -622.0f, 419); Actor_Set_Targetable(3, true); } } if (Game_Flag_Query(617)) { Actor_Set_Goal_Number(1, 280); Game_Flag_Reset(617); //return true; return; } if (Game_Flag_Query(652)) { Game_Flag_Reset(652); Actor_Voice_Over(950, 99); Actor_Voice_Over(960, 99); Actor_Voice_Over(970, 99); Actor_Voice_Over(980, 99); } else if (!Game_Flag_Query(377) && Global_Variable_Query(1) < 4) { ADQ_Flush(); ADQ_Add(31, 0, 14); ADQ_Add(31, 10, 3); ADQ_Add(22, 0, 3); Actor_Face_Actor(31, 22, true); ADQ_Add(31, 20, 13); ADQ_Add(22, 10, 3); ADQ_Add(31, 30, 3); ADQ_Add(22, 20, 3); Actor_Face_Heading(31, 271, false); Game_Flag_Set(377); } if (Game_Flag_Query(311)) { Loop_Actor_Walk_To_XYZ(0, 124.0f, 8.0f, -724.0f, 0, 1, false, 0); } else if (Game_Flag_Query(309)) { Loop_Actor_Walk_To_XYZ(0, 406.0f, 8.0f, -717.0f, 0, 1, false, 0); } else if (!Game_Flag_Query(313)) { Loop_Actor_Walk_To_XYZ(0, 100.0f, 0.0f, -300.0f, 0, 1, false, 0); } Game_Flag_Reset(311); Game_Flag_Reset(309); Game_Flag_Reset(313); //return false; } void ScriptHF01::PlayerWalkedOut() { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); if (!Game_Flag_Query(312) && !Game_Flag_Query(308) && !Game_Flag_Query(310) && !Game_Flag_Query(722)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Outtake_Play(35, 1, -1); Outtake_Play(38, 1, -1); } Game_Flag_Reset(722); if (Actor_Query_Goal_Number(6) == 450) { Actor_Put_In_Set(6, 97); Actor_Set_At_Waypoint(6, 39, 0); Actor_Set_Goal_Number(6, 599); } if (Actor_Query_Goal_Number(3) == 450) { Actor_Put_In_Set(3, 97); Actor_Set_At_Waypoint(3, 39, 0); Actor_Set_Goal_Number(3, 599); } } void ScriptHF01::DialogueQueueFlushed(int a1) { } void ScriptHF01::sub_4026B4() { Dialogue_Menu_Clear_List(); if (Actor_Clue_Query(0, 13) == 1) { DM_Add_To_List_Never_Repeat_Once_Selected(440, 8, 6, 3); } if (!Actor_Clue_Query(0, 13) && Actor_Clue_Query(0, 22) == 1) { DM_Add_To_List_Never_Repeat_Once_Selected(450, 7, 6, 3); } if (Actor_Clue_Query(0, 87) == 1) { DM_Add_To_List_Never_Repeat_Once_Selected(460, 3, 5, 6); } if (Actor_Clue_Query(0, 118) == 1) { DM_Add_To_List_Never_Repeat_Once_Selected(470, -1, 3, 8); } Dialogue_Menu_Add_DONE_To_List(480); Dialogue_Menu_Appear(320, 240); int answer = Dialogue_Menu_Query_Input(); Dialogue_Menu_Disappear(); switch (answer) { case 440: Actor_Says(0, 1480, 15); Actor_Says(22, 70, 3); Actor_Says(31, 120, 3); Actor_Says(0, 1505, 14); Actor_Says(22, 80, 3); Actor_Says(31, 130, 3); Actor_Says(22, 90, 3); Actor_Says(0, 1510, 12); break; case 450: Actor_Says(0, 1485, 16); Actor_Says(22, 100, 3); Actor_Says(31, 140, 12); Actor_Says(22, 110, 3); Actor_Says(22, 120, 3); Actor_Says(31, 150, 14); break; case 460: Actor_Says(0, 1490, 13); Actor_Says(31, 160, 15); Actor_Says(22, 130, 13); Actor_Says(31, 170, 12); Actor_Says(31, 180, 13); Actor_Says(31, 190, 14); Actor_Says(0, 1515, 15); Actor_Says(31, 200, 3); Actor_Says(0, 1520, 15); Actor_Says(31, 210, 13); Actor_Says(31, 220, 13); Actor_Says(22, 140, 12); Actor_Says(31, 230, 13); Actor_Clue_Acquire(0, 101, 0, 31); break; case 470: Actor_Says(0, 1495, 14); Actor_Face_Actor(31, 0, true); Actor_Says(31, 240, 13); Actor_Face_Actor(31, 22, true); break; case 480: Actor_Says(0, 1500, 16); break; } } void ScriptHF01::sub_4032DC() { Actor_Says(3, 0, 3); Actor_Says(0, 1400, 3); Actor_Says(3, 10, 3); Actor_Says(0, 1405, 3); Actor_Says(3, 20, 3); Actor_Says(0, 1410, 3); Actor_Says(3, 30, 3); Actor_Says(0, 1415, 3); Actor_Says(3, 40, 3); Actor_Says(3, 50, 3); Actor_Says(3, 60, 3); Actor_Says(3, 70, 3); Actor_Says(0, 1420, 3); Actor_Says(3, 80, 3); } void ScriptHF01::sub_403484() { Actor_Says(6, 0, 3); Actor_Says(0, 1425, 3); Actor_Says(6, 10, 3); Actor_Says(6, 20, 3); Actor_Says(0, 1430, 3); Actor_Says(6, 30, 3); Actor_Says(0, 1435, 3); Actor_Says(6, 40, 3); Actor_Says(6, 50, 3); Actor_Says(0, 1440, 3); Actor_Says(6, 60, 3); Actor_Says(6, 70, 3); Actor_Says(0, 1445, 3); Actor_Says(6, 80, 3); Actor_Says(6, 3030, 3); } } // End of namespace BladeRunner