/* 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 ScriptNR10::InitializeScene() { if (Game_Flag_Query(475)) { Game_Flag_Reset(475); Setup_Scene_Information(-136.78f, 2.84f, -234.43f, 320); } else { Game_Flag_Reset(477); Setup_Scene_Information(19.22f, 2.84f, -250.43f, 540); } Scene_Exit_Add_2D_Exit(0, 144, 163, 194, 318, 3); Scene_Exit_Add_2D_Exit(1, 475, 95, 568, 230, 0); Ambient_Sounds_Add_Looping_Sound(205, 22, 0, 1); Ambient_Sounds_Add_Looping_Sound(71, 33, 0, 1); Ambient_Sounds_Add_Sound(303, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(304, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(305, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(306, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(307, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(308, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); if (Game_Flag_Query(640)) { Scene_Loop_Set_Default(0); } else { Ambient_Sounds_Adjust_Looping_Sound(452, 31, 0, 1); Scene_Loop_Set_Default(2); } } void ScriptNR10::SceneLoaded() { Obstacle_Object("HOOK 01", true); Unobstacle_Object("BOX21", true); Unobstacle_Object("BOX23", true); Unclickable_Object("BOX18"); } bool ScriptNR10::MouseClick(int x, int y) { return Game_Flag_Query(642); } bool ScriptNR10::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("BOX18", objectName) && a2 && Game_Flag_Query(642)) { Actor_Set_Goal_Number(3, 250); Game_Flag_Set(640); Game_Flag_Reset(642); Actor_Set_Invisible(0, false); Actor_Set_Invisible(3, false); Ambient_Sounds_Remove_Looping_Sound(452, true); Sound_Play(453, 52, 0, 0, 50); Scene_Loop_Set_Default(0); Scene_Loop_Start_Special(2, 0, 1); Un_Combat_Target_Object("BOX18"); Scene_Exits_Enable(); return true; } return false; } bool ScriptNR10::ClickedOnActor(int actorId) { return false; } bool ScriptNR10::ClickedOnItem(int itemId, bool a2) { return false; } bool ScriptNR10::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, -152.78f, 2.84f, -238.43f, 0, 1, false, 0)) { Game_Flag_Set(476); Set_Enter(58, 62); return true; } } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(0, 11.5f, 2.84f, -304.46f, 0, 1, false, 0)) { Actor_Face_Heading(0, 55, false); Loop_Actor_Travel_Ladder(0, 8, 1, 0); Game_Flag_Set(641); Set_Enter(60, 64); return true; } } return false; } bool ScriptNR10::ClickedOn2DRegion(int region) { return false; } void ScriptNR10::SceneFrameAdvanced(int frame) { if (frame == 122) { Game_Flag_Set(642); Actor_Set_Invisible(0, true); Actor_Set_Invisible(3, true); Combat_Target_Object("BOX18"); //return true; return; } if (frame == 61 && Game_Flag_Query(642)) { Game_Flag_Reset(642); Player_Set_Combat_Mode(false); Actor_Set_Invisible(0, false); Actor_Set_Goal_Number(3, 247); //return true; return; } //return false; } void ScriptNR10::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptNR10::PlayerWalkedIn() { if (Actor_Query_Goal_Number(3) == 246) { Player_Set_Combat_Mode(true); //return true; return; } if (Actor_Query_Goal_Number(1) == 236) { Actor_Face_Actor(1, 0, true); Actor_Says(1, 150, 13); Actor_Face_Actor(0, 1, true); Actor_Says(0, 1580, 14); Actor_Says(1, 160, 15); Actor_Says(0, 1585, 16); Actor_Says(1, 1160, 16); Delay(1000); Actor_Says(1, 1290, 14); Actor_Set_Goal_Number(1, 275); } // return false; } void ScriptNR10::PlayerWalkedOut() { } void ScriptNR10::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner