/* 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 ScriptHF06::InitializeScene() { Setup_Scene_Information(150.0f, 349.93f, 502.0f, 229); Game_Flag_Reset(529); Scene_Exit_Add_2D_Exit(0, 195, 197, 271, 237, 2); Ambient_Sounds_Add_Looping_Sound(54, 50, 0, 1); Ambient_Sounds_Add_Looping_Sound(99, 40, -100, 1); Ambient_Sounds_Add_Looping_Sound(100, 40, 100, 1); Ambient_Sounds_Add_Sound(68, 10, 100, 25, 50, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(69, 10, 100, 25, 50, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(375, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(376, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(377, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0); if (Game_Flag_Query(559)) { Scene_Loop_Set_Default(3); sub_4023E0(); } else { Scene_Loop_Set_Default(0); } } void ScriptHF06::SceneLoaded() { Unobstacle_Object("BOX22", true); Unobstacle_Object("BOX34", true); Clickable_Object("BOX19"); Clickable_Object("BOX21"); Clickable_Object("BOX23"); Clickable_Object("HOOD BOX"); Clickable_Object("BOX28"); Clickable_Object("BOX29"); Clickable_Object("BOX30"); } bool ScriptHF06::MouseClick(int x, int y) { return false; } bool ScriptHF06::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("BOX28", objectName) || Object_Query_Click("BOX29", objectName) || Object_Query_Click("BOX30", objectName) || Object_Query_Click("HOOD BOX", objectName)) { if (!Loop_Actor_Walk_To_XYZ(0, 14.33f, 367.93f, 399.0f, 0, 1, false, 0)) { Actor_Face_Heading(0, 486, true); if (Actor_Query_In_Set(3, 42) && Actor_Query_Goal_Number(3) != 599) { Actor_Face_Actor(3, 0, true); Actor_Says(3, 210, 12); Actor_Says(0, 2125, 12); } else if (Actor_Query_In_Set(6, 42) && Actor_Query_Goal_Number(6) != 599) { Actor_Face_Actor(6, 0, true); Actor_Says(6, 490, 18); Actor_Says(0, 2125, 12); } else { Actor_Says(0, 8635, 12); } } return false; } if (Object_Query_Click("BOX19", objectName) || Object_Query_Click("BOX21", objectName)) { if (!Loop_Actor_Walk_To_XYZ(0, 290.0f, 367.93f, 318.0f, 0, 1, false, 0)) { Actor_Face_Heading(0, 85, true); Actor_Says(0, 8522, 0); } return false; } if (Object_Query_Click("BOX13", objectName)) { if (!Loop_Actor_Walk_To_XYZ(0, 63.0f, 367.93f, 120.0f, 0, 1, false, 0)) { Actor_Face_Heading(0, 568, true); Actor_Says(0, 8522, 0); } return false; } return false; } bool ScriptHF06::ClickedOnActor(int actorId) { if (actorId == 6 && Actor_Query_Goal_Number(6) != 599) { Actor_Face_Actor(6, 0, true); Actor_Face_Actor(0, 6, true); if (Game_Flag_Query(559)) { Actor_Says(6, 390, 18); Actor_Says(0, 2115, 17); } } else if (actorId == 3 && Actor_Query_Goal_Number(3) != 599) { Actor_Face_Actor(3, 0, true); Actor_Face_Actor(0, 3, true); if (Game_Flag_Query(559)) { Actor_Says(3, 100, 3); Actor_Says(0, 2115, 17); } } return false; } bool ScriptHF06::ClickedOnItem(int itemId, bool a2) { return false; } bool ScriptHF06::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, 170.0f, 367.93f, 497.0f, 0, 1, false, 0)) { Actor_Face_Heading(0, 730, false); Loop_Actor_Travel_Stairs(0, 2, 0, 0); Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(530); Set_Enter(41, 38); } return true; } return false; } bool ScriptHF06::ClickedOn2DRegion(int region) { return false; } void ScriptHF06::SceneFrameAdvanced(int frame) { } void ScriptHF06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { if (actorId == 1 && oldGoal != 599 && newGoal == 599) { Loop_Actor_Walk_To_Actor(0, 1, 24, 0, false); Actor_Says(1, 250, -1); Actor_Says(0, 2120, 4); Actor_Says(1, 260, -1); Actor_Says(1, 270, -1); int otherActorId = -1; if (Actor_Query_In_Set(3, 42) && Actor_Query_Goal_Number(3) == 599) { otherActorId = 3; } else if (Actor_Query_In_Set(6, 42) && Actor_Query_Goal_Number(6) == 599) { otherActorId = 6; } if (otherActorId != -1) { Music_Play(21, 35, 0, 3, -1, 0, 0); Player_Set_Combat_Mode(false); Delay(1000); Actor_Voice_Over(990, 99); Actor_Voice_Over(1000, 99); Actor_Voice_Over(1010, 99); Loop_Actor_Walk_To_Actor(0, otherActorId, 24, 0, false); Item_Pickup_Spin_Effect(932, 355, 200); Actor_Voice_Over(1020, 99); Actor_Voice_Over(1030, 99); Actor_Voice_Over(1040, 99); Actor_Voice_Over(1050, 99); Actor_Clue_Acquire(0, 146, 1, -1); } if (Actor_Query_In_Set(3, 42)) { Actor_Set_Targetable(3, false); } if (Actor_Query_In_Set(6, 42)) { Actor_Set_Targetable(6, false); } Scene_Exits_Enable(); } } void ScriptHF06::PlayerWalkedIn() { if (Game_Flag_Query(662)) { int actor_id; if (Global_Variable_Query(45) == 3 && Actor_Query_Goal_Number(6) != 599) { actor_id = 6; } else { actor_id = Global_Variable_Query(45) == 2 && Actor_Query_Goal_Number(3) != 599 ? 3 : -1; } if (actor_id != -1) { Actor_Put_In_Set(actor_id, 42); if (Game_Flag_Query(559)) { Actor_Set_At_XYZ(actor_id, 173.67f, 367.93f, 446.04001f, 229); Async_Actor_Walk_To_XYZ(actor_id, 173.67f, 367.93f, 394.04001f, 0, false); } else { Actor_Set_At_XYZ(actor_id, 97.67f, 367.93f, 534.04f, 725); Async_Actor_Walk_To_XYZ(actor_id, 24.2f, 367.93f, 537.71f, 0, false); } } } Footstep_Sound_Override_On(3); Loop_Actor_Travel_Stairs(0, 2, 1, 0); Footstep_Sound_Override_Off(); if (Game_Flag_Query(662) && !Game_Flag_Query(559)) { sub_401EF4(); } } void ScriptHF06::PlayerWalkedOut() { Music_Stop(2); } void ScriptHF06::DialogueQueueFlushed(int a1) { } void ScriptHF06::sub_401EF4() { int actorId; if (Actor_Query_In_Set(3, 42)) { actorId = 3; } else { if (!Actor_Query_In_Set(6, 42)) { return; } actorId = 6; } Actor_Set_Targetable(actorId, true); Loop_Actor_Walk_To_XYZ(0, 14.33f, 367.93f, 399.0f, 0, 0, true, 0); Actor_Face_Heading(0, 486, true); sub_4023E0(); Actor_Put_In_Set(1, 42); Actor_Set_At_XYZ(1, 92.0f, 367.93f, 19.0f, 0); Actor_Set_Targetable(1, true); Actor_Face_Actor(actorId, 1, true); if (actorId == 3) { Actor_Says(3, 90, 13); } else if (actorId == 6) { Actor_Says(6, 380, 13); } Actor_Says(0, 6230, 0); Actor_Says(1, 280, 58); Actor_Face_Actor(0, 1, true); Player_Set_Combat_Mode(true); Actor_Change_Animation_Mode(0, 5); Actor_Change_Animation_Mode(1, 7); Loop_Actor_Walk_To_XYZ(1, 92.0f, 367.93f, 107.0f, 0, 0, false, 0); Actor_Face_Actor(1, 0, true); Actor_Change_Animation_Mode(1, 4); Actor_Says(1, 290, 58); Actor_Says(0, 2130, -1); Actor_Says(1, 300, 59); Actor_Says(0, 2135, -1); Actor_Says(1, 310, 60); Actor_Says(0, 2140, -1); Actor_Says(1, 320, 59); Actor_Says(0, 2145, -1); Actor_Says(1, 330, 58); Actor_Says(1, 340, 58); Actor_Says(1, 350, 58); Actor_Change_Animation_Mode(1, 4); Game_Flag_Set(644); Actor_Set_Goal_Number(1, 402); Actor_Face_Actor(1, actorId, true); Actor_Change_Animation_Mode(1, 6); Delay(500); Scene_Loop_Set_Default(3); Scene_Loop_Start_Special(2, 2, 1); Sound_Play(562, 50, 0, 0, 50); Game_Flag_Set(559); Scene_Exits_Disable(); Non_Player_Actor_Combat_Mode_On(1, 3, 1, actorId, 15, 4, 7, 8, 0, 0, 100, 10, 300, 0); } void ScriptHF06::sub_4023E0() { Ambient_Sounds_Add_Sound(87, 20, 80, 20, 100, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Speech_Sound(23, 250, 5, 70, 7, 10, -50, 50, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(23, 330, 5, 70, 7, 10, -50, 50, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(23, 340, 5, 90, 7, 10, -50, 50, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(23, 360, 5, 70, 7, 10, -50, 50, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(24, 380, 5, 70, 7, 10, -50, 50, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(24, 510, 5, 70, 7, 10, -50, 50, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(38, 80, 5, 70, 7, 10, -50, 50, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(38, 160, 5, 70, 7, 10, -50, 50, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(38, 280, 5, 70, 7, 10, -50, 50, -101, -101, 1, 1); } } // End of namespace BladeRunner