/* 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 ScriptNR02::InitializeScene() { sub_402134(); Setup_Scene_Information(-283.0f, -24.0f, 326.0f, 200); Game_Flag_Reset(532); Scene_Exit_Add_2D_Exit(0, 0, 105, 75, 291, 3); Ambient_Sounds_Add_Looping_Sound(280, 50, 38, 0); Ambient_Sounds_Add_Sound(252, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(254, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(255, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(256, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(257, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(258, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(259, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(260, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(261, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(262, 3, 60, 25, 25, -100, 100, -101, -101, 0, 0); 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); } void ScriptNR02::SceneLoaded() { Obstacle_Object("VID PHONE 01", true); Unobstacle_Object("VICTORIAN CHAIR", true); Unobstacle_Object("WALL CANDLES", true); Unobstacle_Object("STAIRS", true); Unobstacle_Object("BOX30", true); Unobstacle_Object("VID CAM COVER", true); Unobstacle_Object("VID CAM COVER01", true); Unobstacle_Object("VID OUTER GLASS", true); Unobstacle_Object("VID OUTER GLASS01", true); Unobstacle_Object("VID MAIN MONITOR", true); Unobstacle_Object("VID MAIN MONITOR01", true); Clickable_Object("VID PHONE 01"); Clickable_Object("VID PHONE 02"); } bool ScriptNR02::MouseClick(int x, int y) { return false; } bool ScriptNR02::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("VID PHONE 01", objectName) || Object_Query_Click("VID PHONE 02", objectName)) { if (!Loop_Actor_Walk_To_XYZ(0, -191.9f, -24.0f, 62.15f, 0, 1, false, 0)) { Actor_Face_Heading(0, 13, false); if (Actor_Clue_Query(0, 125) && Actor_Clue_Query(0, 126) && !Game_Flag_Query(670)) { Actor_Set_Goal_Number(0, 350); Game_Flag_Set(670); } else { Sound_Play(123, 50, 0, 0, 50); Delay(1000); Sound_Play(403, 30, 0, 0, 50); Delay(1500); Sound_Play(403, 30, 0, 0, 50); Delay(1500); Sound_Play(403, 30, 0, 0, 50); Delay(1500); Sound_Play(123, 50, 0, 0, 50); Delay(1000); Actor_Says(0, 170, 14); } } } return false; } bool ScriptNR02::ClickedOnActor(int actorId) { if (actorId == 2 && Actor_Query_Goal_Number(2) == 201 && !Loop_Actor_Walk_To_XYZ(0, 67.37f, -24.0f, 389.32f, 0, 1, false, 0)) { Actor_Set_Goal_Number(2, 215); } return false; } bool ScriptNR02::ClickedOnItem(int itemId, bool a2) { if ((itemId == 89 || itemId == 90) && !Loop_Actor_Walk_To_XYZ(0, 109.38f, -24.0f, 420.5f, 0, 1, false, 0)) { Actor_Face_Heading(0, 423, false); if (itemId == 89) { Item_Remove_From_World(89); Item_Pickup_Spin_Effect(953, 214, 380); Actor_Clue_Acquire(0, 105, 1, -1); } if (itemId == 90) { Item_Remove_From_World(90); Item_Pickup_Spin_Effect(954, 214, 380); Actor_Clue_Acquire(0, 106, 1, -1); } } return false; } bool ScriptNR02::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, -283.0f, -24.0f, 326.0f, 0, 1, false, 0)) { if (Actor_Query_Goal_Number(2) < 230 || Actor_Query_Goal_Number(2) > 250) { Music_Stop(2); } Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(533); Set_Enter(54, 54); } return true; } return false; } bool ScriptNR02::ClickedOn2DRegion(int region) { return false; } void ScriptNR02::SceneFrameAdvanced(int frame) { if (!Music_Is_Playing() && (Actor_Query_Goal_Number(2) < 210 || Actor_Query_Goal_Number(2) > 222)) { sub_402134(); } //return false; } void ScriptNR02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptNR02::PlayerWalkedIn() { if (Actor_Query_Goal_Number(2) == 211) { Actor_Set_Goal_Number(2, 220); } if (Actor_Query_Goal_Number(2) == 204) { Actor_Set_Goal_Number(2, 205); } if (Actor_Query_Goal_Number(2) == 206) { Actor_Set_Goal_Number(2, 205); } Loop_Actor_Walk_To_XYZ(0, -203.0f, -24.0f, 334.0f, 0, 0, false, 0); //return false; } void ScriptNR02::PlayerWalkedOut() { Music_Stop(2); if (Actor_Query_Goal_Number(2) < 210 && Actor_Query_Goal_Number(2) >= 205) { Actor_Set_Goal_Number(2, 204); } } void ScriptNR02::DialogueQueueFlushed(int a1) { if (Player_Query_Current_Scene() == 55 && Actor_Query_Goal_Number(2) == 206) { Sound_Play(575, 50, 0, 0, 50); Sound_Play(321, 50, 0, 0, 50); } if (Player_Query_Current_Scene() == 55 && Actor_Query_Goal_Number(2) == 207) { Sound_Play(576, 50, 0, 0, 50); Sound_Play(323, 50, 0, 0, 50); } if (Player_Query_Current_Scene() == 55 && Actor_Query_Goal_Number(2) == 208) { Sound_Play(579, 50, 0, 0, 50); Sound_Play(324, 50, 0, 0, 50); } if (Player_Query_Current_Scene() == 55 && Actor_Query_Goal_Number(2) > 205 && Actor_Query_Goal_Number(2) < 210) { Actor_Set_Goal_Number(2, 205); //return true; return; } else if (Actor_Query_Goal_Number(2) > 205 && Actor_Query_Goal_Number(2) < 210) { Actor_Set_Goal_Number(2, 204); //return true; return; } //return false; } void ScriptNR02::sub_402134() { int v0 = Global_Variable_Query(50); if (v0 == 0) { Music_Play(8, 41, 0, 2, -1, 0, 0); } else if (v0 == 1) { Music_Play(9, 41, 0, 2, -1, 0, 0); } else if (v0 == 2) { Music_Play(10, 41, 0, 2, -1, 0, 0); } v0++; if (v0 > 2) { v0 = 0; } Global_Variable_Set(50, v0); } } // End of namespace BladeRunner