/* 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 ScriptPS01::InitializeScene() { Setup_Scene_Information(1872.0f, 16592.0f, -2975.0f, 200); Scene_Exit_Add_2D_Exit(0, 36, 194, 138, 326, 0); if (Game_Flag_Query(251)) { Scene_Exit_Add_2D_Exit(1, 344, 288, 584, 384, 2); } Ambient_Sounds_Add_Looping_Sound(381, 100, 1, 1); Ambient_Sounds_Add_Sound(68, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(69, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(375, 60, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(376, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(377, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0); if (Game_Flag_Query(130)) { if (Game_Flag_Query(251)) { Scene_Loop_Set_Default(1); } else { Scene_Loop_Set_Default(5); } } else { Actor_Set_Invisible(0, true); Game_Flag_Set(273); Scene_Loop_Start_Special(0, 0, 0); Scene_Loop_Set_Default(1); Player_Loses_Control(); } } void ScriptPS01::SceneLoaded() { Obstacle_Object("TUBE81", true); if (Game_Flag_Query(251)) { Unobstacle_Object("Barrier Obstacle", true); } Unobstacle_Object("BOX38", true); Unobstacle_Object("TUBE81", true); } bool ScriptPS01::MouseClick(int x, int y) { return false; } bool ScriptPS01::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptPS01::ClickedOnActor(int actorId) { return false; } bool ScriptPS01::ClickedOnItem(int itemId, bool a2) { return false; } bool ScriptPS01::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, 1920.0f, 16581.0f, -2653.0f, 12, 1, false, 0)) { Game_Flag_Set(718); Set_Enter(62, 66); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(0, 1877.9f, 16592.0f, -2975.0f, 0, 1, false, 0)) { Actor_Set_At_XYZ(0, 1872.0f, 16592.0f, -2975.0f, 870); Game_Flag_Reset(176); Game_Flag_Reset(182); Game_Flag_Reset(179); Game_Flag_Reset(178); Game_Flag_Reset(180); Game_Flag_Reset(261); Game_Flag_Reset(177); Game_Flag_Reset(258); int spinnerDest = Spinner_Interface_Choose_Dest(3, 1); switch (spinnerDest) { case 2: Game_Flag_Set(182); Game_Flag_Reset(251); Game_Flag_Set(249); Set_Enter(69, 78); Scene_Loop_Start_Special(1, 4, 1); break; case 1: Game_Flag_Set(179); Game_Flag_Reset(251); Game_Flag_Set(250); Set_Enter(49, 48); Scene_Loop_Start_Special(1, 4, 1); break; case 3: Game_Flag_Set(176); Game_Flag_Reset(251); 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(251); 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(251); 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(251); 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(251); 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(251); 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(251); Game_Flag_Set(256); Set_Enter(37, 34); Scene_Loop_Start_Special(1, 4, 1); break; default: Actor_Face_Heading(0, 870, false); Game_Flag_Set(178); Game_Flag_Set(273); Player_Loses_Control(); Scene_Loop_Start_Special(2, 3, 1); break; } } return true; } return false; } bool ScriptPS01::ClickedOn2DRegion(int region) { return false; } void ScriptPS01::SceneFrameAdvanced(int frame) { if (frame == 71 || frame == 188) { Sound_Play(116, 100, 40, 0, 50); } if (frame == 108 || frame == 228) { Sound_Play(119, 100, 40, 0, 50); } if (frame == 1) { Sound_Play(118, 40, 0, 0, 50); } if (frame == 76) { Sound_Play(121, 50, 0, 0, 50); } if (frame == 192) { Sound_Play(120, 50, 0, 0, 50); } if (frame == 59) { Sound_Play(122, 15, 0, 0, 50); } if (frame == 275) { Sound_Play(117, 40, 0, 0, 50); } if (!Game_Flag_Query(273)) { switch (frame) { case 196: Actor_Face_Heading(0, 870, false); Actor_Set_Frame_Rate_FPS(0, -1); Actor_Change_Animation_Mode(0, 41); break; case 220: Actor_Set_Frame_Rate_FPS(0, 0); break; case 240: Actor_Set_Frame_Rate_FPS(0, -2); break; } //return true; return; } if (frame == 75) { Actor_Face_Heading(0, 870, false); Actor_Change_Animation_Mode(0, 42); //return true; return; } if (frame == 119) { Game_Flag_Reset(273); Player_Gains_Control(); //return true; return; } if (frame > 195) { if (frame == 239) { Game_Flag_Reset(273); Player_Gains_Control(); } //return true; return; } if (frame == 181) { Actor_Face_Heading(0, 870, false); Actor_Change_Animation_Mode(0, 42); } else if (frame == 182) { Actor_Set_Frame_Rate_FPS(0, 0); } else if (frame == 195) { Actor_Set_Frame_Rate_FPS(0, -2); } //return true; return; } void ScriptPS01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptPS01::PlayerWalkedIn() { if (Game_Flag_Query(130)) { Actor_Set_At_XYZ(0, 1920.0f, 16581.0f, -2653.0f, 150); Game_Flag_Reset(130); } //return false; } void ScriptPS01::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(718) && Global_Variable_Query(1) == 1) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Outtake_Play(38, 1, -1); } } void ScriptPS01::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner