/* 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 ScriptMA05::InitializeScene() { if (Global_Variable_Query(1) != 2 && Global_Variable_Query(1) != 3) { Setup_Scene_Information(-7204.0f, 953.97f, 1651.0f, 0); } else { Setup_Scene_Information(-7207.0f, 956.17f, 1564.0f, 0); } Scene_Exit_Add_2D_Exit(0, 432, 21, 471, 226, 1); Ambient_Sounds_Add_Looping_Sound(101, 90, 0, 1); Ambient_Sounds_Add_Looping_Sound(99, 40, -100, 1); Ambient_Sounds_Add_Looping_Sound(103, 50, 60, 1); Ambient_Sounds_Add_Speech_Sound(60, 0, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(60, 20, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(60, 40, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(60, 50, 10, 260, 27, 47, -100, 100, -101, -101, 1, 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(87, 10, 70, 25, 25, -100, 0, -101, -101, 0, 0); if (sub_401990()) { Ambient_Sounds_Add_Sound(403, 3, 3, 32, 32, 100, 100, -101, -101, 0, 0); } if (Global_Variable_Query(1) != 2 && Global_Variable_Query(1) != 3) { Scene_Loop_Start_Special(0, 0, 0); } Scene_Loop_Set_Default(1); } void ScriptMA05::SceneLoaded() { Obstacle_Object("Z-BOX-RAIL03", true); Footstep_Sounds_Set(0, 0); Footstep_Sounds_Set(1, 3); } bool ScriptMA05::MouseClick(int x, int y) { return false; } bool ScriptMA05::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptMA05::ClickedOnActor(int actorId) { return false; } bool ScriptMA05::ClickedOnItem(int itemId, bool a2) { return false; } bool ScriptMA05::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, -7199.0f, 956.17f, 1579.0f, 0, 0, false, 0)) { Loop_Actor_Walk_To_XYZ(0, -7199.0f, 956.17f, 1579.0f, 0, 0, false, 0); Game_Flag_Set(63); Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Async_Actor_Walk_To_XYZ(0, -7199.0f, 953.97f, 1685.0f, 0, false); Set_Enter(50, 50); } return true; } return false; } bool ScriptMA05::ClickedOn2DRegion(int region) { return false; } void ScriptMA05::SceneFrameAdvanced(int frame) { if (frame == 20) { Sound_Play(102, 70, -100, 100, 50); } //return true; } void ScriptMA05::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptMA05::PlayerWalkedIn() { Music_Play(2, 52, 0, 2, -1, 0, 0); if ((Random_Query(0, 4) == 1 || (Game_Flag_Query(146) == 1 && !Game_Flag_Query(61))) && Global_Variable_Query(1) == 1) { Scene_Loop_Set_Default(1); Scene_Loop_Start_Special(2, 3, 1); Sound_Play(69, 100, 0, 0, 50); } if (Game_Flag_Query(146) && !Game_Flag_Query(61)) { if (!Game_Flag_Query(378)) { Actor_Voice_Over(1260, 99); Actor_Voice_Over(1270, 99); Actor_Voice_Over(1280, 99); Actor_Voice_Over(1290, 99); } Game_Flag_Set(61); Player_Gains_Control(); } //return false; } void ScriptMA05::PlayerWalkedOut() { } void ScriptMA05::DialogueQueueFlushed(int a1) { } bool ScriptMA05::sub_401990() { return Global_Variable_Query(1) == 5 && !Actor_Clue_Query(0, 143) && !Actor_Clue_Query(0, 144) && !Actor_Clue_Query(0, 139) && !Actor_Clue_Query(0, 140) && !Actor_Clue_Query(0, 141) && !Actor_Clue_Query(0, 142); } } // End of namespace BladeRunner