/* 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 ScriptMA06::InitializeScene() { Setup_Scene_Information(40.0f, 1.0f, -20.0f, 400); Ambient_Sounds_Add_Looping_Sound(210, 50, 0, 1); Ambient_Sounds_Add_Looping_Sound(408, 33, 0, 1); Scene_Loop_Start_Special(0, 0, 0); Scene_Loop_Set_Default(1); Sound_Play(209, 100, 50, 50, 100); } void ScriptMA06::SceneLoaded() { Obstacle_Object("PANEL", true); Clickable_Object("PANEL"); Player_Loses_Control(); } bool ScriptMA06::MouseClick(int x, int y) { return false; } bool ScriptMA06::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptMA06::ClickedOnActor(int actorId) { return false; } bool ScriptMA06::ClickedOnItem(int itemId, bool a2) { return false; } bool ScriptMA06::ClickedOnExit(int exitId) { return false; } bool ScriptMA06::ClickedOn2DRegion(int region) { return false; } void ScriptMA06::SceneFrameAdvanced(int frame) { } void ScriptMA06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptMA06::PlayerWalkedIn() { Loop_Actor_Walk_To_XYZ(0, 40.0f, 1.35f, 0.0f, 0, 0, false, 0); Actor_Face_Object(0, "panel", true); Delay(500); sub_4014E4(); if (sub_4012C0()) { Sound_Play(114, 25, 0, 0, 50); Delay(4000); } Game_Flag_Reset(37); Game_Flag_Reset(33); Game_Flag_Reset(57); if (Game_Flag_Query(38)) { Set_Enter(49, 48); } else if (Game_Flag_Query(34)) { Set_Enter(10, 49); } else { Set_Enter(53, 53); } Scene_Loop_Start_Special(1, 3, 1); Sound_Play(208, 100, 50, 50, 50); //return true; } void ScriptMA06::PlayerWalkedOut() { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Player_Gains_Control(); } void ScriptMA06::DialogueQueueFlushed(int a1) { } bool ScriptMA06::sub_4012C0() { return Game_Flag_Query(37) && !Game_Flag_Query(38) || Game_Flag_Query(33) && !Game_Flag_Query(34) || Game_Flag_Query(57) && !Game_Flag_Query(58); } void ScriptMA06::sub_4014E4() { Game_Flag_Reset(38); Game_Flag_Reset(34); Game_Flag_Reset(58); while (true) { if (Game_Flag_Query(34)) { break; } if (Game_Flag_Query(38)) { break; } if (Game_Flag_Query(58)) { break; } Actor_Says(39, 80, 3); Player_Gains_Control(); int v1 = Elevator_Activate(1); Player_Loses_Control(); Scene_Loop_Start_Special(2, 1, 1); if (v1 > 1) { Game_Flag_Set(58); } else if (v1 == 1) { if (Game_Flag_Query(250)) { Game_Flag_Set(38); } else { Sound_Play(412, 100, 0, 0, 50); Delay(500); Actor_Says(39, 610, 3); } } else { Actor_Says(0, 2940, 18); if (Global_Variable_Query(1) == 4 && Game_Flag_Query(655)) { Sound_Play(412, 100, 0, 0, 50); Delay(500); Actor_Says(39, 610, 3); Delay(500); Actor_Says(0, 8527, 3); } else { Game_Flag_Set(34); Actor_Says(39, 90, 3); } } } } } // End of namespace BladeRunner