/* 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 ScriptMA01::InitializeScene() { Setup_Scene_Information(381.0f, 0.0f, 54.0f, 992); if (Game_Flag_Query(250)) { Setup_Scene_Information(381.0f, 0.0f, 54.0f, 992); } if (Game_Flag_Query(38)) { Setup_Scene_Information(1446.0f, 0.0f, -725.0f, 660); } Scene_Exit_Add_2D_Exit(0, 328, 132, 426, 190, 0); if (Game_Flag_Query(250)) { Scene_Exit_Add_2D_Exit(1, 234, 240, 398, 328, 2); } Ambient_Sounds_Add_Looping_Sound(101, 90, 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(38)) { Scene_Loop_Set_Default(1); Game_Flag_Reset(38); } else { Actor_Set_Invisible(0, true); Game_Flag_Set(273); Scene_Loop_Start_Special(0, 0, 0); Scene_Loop_Set_Default(1); } if (Game_Flag_Query(409)) { Actor_Set_Goal_Number(53, 3); Game_Flag_Reset(409); } } void ScriptMA01::SceneLoaded() { Obstacle_Object("WRENCH", true); Unobstacle_Object("OBSTICLEBOX01", true); Clickable_Object("WRENCH"); Unclickable_Object("Y2 PADRIM 01"); Unclickable_Object("Y2 PADRIM 02"); Unclickable_Object("NGON01"); } bool ScriptMA01::MouseClick(int x, int y) { return Region_Check(286, 326, 348, 384); } bool ScriptMA01::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptMA01::ClickedOnActor(int actorId) { return false; } bool ScriptMA01::ClickedOnItem(int itemId, bool a2) { return false; } bool ScriptMA01::ClickedOnExit(int exitId) { if (Actor_Query_Goal_Number(19) == 21) { return true; } if (exitId == 0) { if (Actor_Query_Goal_Number(19) == 20) { if (!Loop_Actor_Walk_To_XYZ(0, 1446.0f, 0.0f, -725.0f, 72, 1, false, 0)) { Actor_Set_Goal_Number(19, 21); Scene_Exits_Disable(); } } else if (!Loop_Actor_Walk_To_XYZ(0, 1446.0f, 0.0f, -725.0f, 12, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(37); Set_Enter(52, 52); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(0, 381.0f, 0.0f, 54.0f, 0, 1, false, 0)) { Player_Loses_Control(); Actor_Face_Heading(0, 736, false); Game_Flag_Reset(176); Game_Flag_Reset(182); Game_Flag_Reset(179); Game_Flag_Reset(180); Game_Flag_Reset(261); Game_Flag_Reset(177); Game_Flag_Reset(258); Game_Flag_Reset(178); int spinnerDest = Spinner_Interface_Choose_Dest(3, 0); switch (spinnerDest) { case 0: Game_Flag_Set(178); Game_Flag_Reset(250); Game_Flag_Set(251); Set_Enter(61, 65); Scene_Loop_Start_Special(1, 4, 1); break; case 2: Game_Flag_Set(182); Game_Flag_Reset(250); 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(250); 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(250); 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(250); Game_Flag_Set(252); Set_Enter(0, 0); Scene_Loop_Start_Special(1, 4, 1); break; case 6: Game_Flag_Set(177); Game_Flag_Reset(250); Game_Flag_Set(253); Set_Enter(7, 25); Scene_Loop_Start_Special(1, 4, 1); break; case 7: Game_Flag_Set(258); Game_Flag_Reset(250); Game_Flag_Set(254); Set_Enter(20, 2); Scene_Loop_Start_Special(1, 4, 1); break; case 8: Game_Flag_Set(181); Game_Flag_Reset(250); Game_Flag_Set(255); Set_Enter(54, 54); Scene_Loop_Start_Special(1, 4, 1); break; case 9: Game_Flag_Set(257); Game_Flag_Reset(250); Game_Flag_Set(256); Set_Enter(37, 34); Scene_Loop_Start_Special(1, 4, 1); break; default: Actor_Set_Invisible(0, false); Actor_Face_Heading(0, 736, false); Game_Flag_Set(179); break; } } return true; } return false; } bool ScriptMA01::ClickedOn2DRegion(int region) { return false; } void ScriptMA01::SceneFrameAdvanced(int frame) { if (frame == 15) { Ambient_Sounds_Play_Sound(102, 70, -100, 100, 0); } if (frame == 61 || frame == 183) { Ambient_Sounds_Play_Sound(116, 100, 40, 0, 99); } if (frame == 107 || frame == 227) { Ambient_Sounds_Play_Sound(119, 100, 40, 0, 99); } if (frame == 1) { Ambient_Sounds_Play_Sound(118, 40, -60, 20, 99); } if (frame == 241) { Ambient_Sounds_Play_Sound(117, 40, 0, 0, 99); } if (frame == 58) { Sound_Play(122, 17, 20, 20, 50); } if ((frame == 75 || frame == 196) && Game_Flag_Query(273)) { Actor_Face_Heading(0, 736, false); Actor_Change_Animation_Mode(0, 42); Game_Flag_Reset(273); } else { if (frame == 196 && !Game_Flag_Query(273)) { Actor_Change_Animation_Mode(0, 41); //return true; return; } if (frame == 240) { Player_Gains_Control(); } } //return true; } void ScriptMA01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptMA01::PlayerWalkedIn() { } void ScriptMA01::PlayerWalkedOut() { Actor_Set_Invisible(0, false); Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); if (!Game_Flag_Query(37) && Global_Variable_Query(1) == 1) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Outtake_Play(37, 1, -1); Outtake_Play(34, 1, -1); Outtake_Play(36, 1, -1); } } void ScriptMA01::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner