/* 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" #include "bladerunner/ambient_sounds.h" #include "bladerunner/audio_player.h" #include "bladerunner/bladerunner.h" namespace BladeRunner { void ScriptRC01::InitializeScene() { if (!Game_Flag_Query(24)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Outtake_Play(28, 1); // WSTLGO_E.VQA Outtake_Play(41, 1); // BRLOGO_E.VQA Outtake_Play( 0, 0); // INTRO_E.VQA Outtake_Play(33, 1); // DSCENT_E.VQA } Game_Flag_Set(9); // Force flag 9 so McCoy will be in view if (Game_Flag_Query(9)) { Setup_Scene_Information(-171.16, 5.55, 27.28, 616); } else if (Game_Flag_Query(114)) { Setup_Scene_Information(-471.98, -0.30, 258.15, 616); } else { Setup_Scene_Information( -10.98, -0.30, 318.15, 616); } Scene_Exit_Add_2D_Exit(0, 314, 145, 340, 255, 0); if (Game_Flag_Query(249)) Scene_Exit_Add_2D_Exit(1, 482, 226, 639, 280, 2); if (Global_Variable_Query(1) > 1 && Game_Flag_Query(710)) Scene_Exit_Add_2D_Exit(2, 0, 0, 10, 479, 3); if (!Game_Flag_Query(186)) Scene_2D_Region_Add(0, 0, 294, 296, 479); Ambient_Sounds_Remove_All_Non_Looping_Sounds(0); Ambient_Sounds_Add_Looping_Sound(54, 30, 0, 1); // CTRAIN1.AUD if (!Game_Flag_Query(186)) { Ambient_Sounds_Add_Sound(181, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0470R.AUD Ambient_Sounds_Add_Sound(182, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0480R.AUD Ambient_Sounds_Add_Sound(183, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0500R.AUD Ambient_Sounds_Add_Sound(184, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0540R.AUD Ambient_Sounds_Add_Sound(185, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0560R.AUD Ambient_Sounds_Add_Sound(186, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0870R.AUD Ambient_Sounds_Add_Sound(188, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0900R.AUD Ambient_Sounds_Add_Sound(189, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0940R.AUD Ambient_Sounds_Add_Sound(190, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_0960R.AUD Ambient_Sounds_Add_Sound(191, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_1070R.AUD Ambient_Sounds_Add_Sound(192, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_1080R.AUD Ambient_Sounds_Add_Sound(193, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_1100R.AUD Ambient_Sounds_Add_Sound(194, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_1140R.AUD Ambient_Sounds_Add_Sound(195, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); // 67_1160R.AUD } Ambient_Sounds_Add_Looping_Sound(81, 60, 100, 1); // RCAMBR1.AUD Ambient_Sounds_Add_Sound(82, 5, 30, 30, 50, -100, 100, -101, -101, 0, 0); // RCCARBY1.AUD Ambient_Sounds_Add_Sound(83, 5, 30, 30, 55, -100, 100, -101, -101, 0, 0); // RCCARBY2.AUD Ambient_Sounds_Add_Sound(84, 5, 30, 30, 50, -100, 100, -101, -101, 0, 0); // RCCARBY3.AUD Ambient_Sounds_Add_Sound(67, 10, 50, 30, 50, -100, 100, -101, -101, 0, 0); // SPIN2A.AUD Ambient_Sounds_Add_Sound(87, 20, 80, 20, 40, -100, 100, -101, -101, 0, 0); // SIREN2.AUD if (Game_Flag_Query(186)) { if (!Game_Flag_Query(9) && !Game_Flag_Query(114)) Scene_Loop_Start_Special(0, 5, 0); if (Game_Flag_Query(249)) Scene_Loop_Set_Default(6); else Scene_Loop_Set_Default(10); } else { if (!Game_Flag_Query(9) && !Game_Flag_Query(114)) Scene_Loop_Start_Special(0, 0, 0); Scene_Loop_Set_Default(1); } I_Sez("Blade Runner"); I_Sez(""); I_Sez("From the dark recesses of David Leary's imagination comes a game unlike any"); I_Sez("other. Blade Runner immerses you in the underbelly of future Los Angeles. Right"); I_Sez("from the start, the story pulls you in with graphic descriptions of a"); I_Sez("grandmother doing the shimmy in her underwear, child molestation, brutal"); I_Sez("cold-blooded slaying of innocent animals, vomiting on desks, staring at a"); I_Sez("woman's ass, the list goes on. And when the game starts, the real fun begins -"); I_Sez("shoot down-on-their-luck homeless people and toss them into a dumpster. Watch"); I_Sez("with sadistic glee as a dog gets blown into chunky, bloody, bits by an"); I_Sez("explosive, and even murder a shy little girl who loves you. If you think David"); I_Sez("Leary is sick, and you like sick, this is THE game for you."); I_Sez(""); I_Sez("JW: Don't forget the wasting of helpless mutated cripples in the underground."); I_Sez("It's such a beautiful thing!"); I_Sez(""); I_Sez("DL: Go ahead. Just keep beating that snarling pit bull...ignore the foam"); I_Sez("around his jaws. There's room on the top shelf of my fridge for at least one"); I_Sez("more head... - Psychotic Dave"); I_Sez(""); } void ScriptRC01::SceneLoaded() { if (!Game_Flag_Query(24)){ // ADQ_Flush(); Actor_Voice_Over(1830, 99); Actor_Voice_Over(1850, 99); if (!Game_Flag_Query(378)) { Actor_Voice_Over(1860, 99); I_Sez("MG: Is David Leary a self-respecting human or is he powered by rechargeable"); I_Sez("batteries?\n"); } Game_Flag_Set(24); } } void ScriptRC01::SceneFrameAdvanced(int frame) { if (frame == 1) Sound_Play(118, 40, 0, 0, 50); // CARDOWN3.AUD if (frame == 61 || frame == 362) Sound_Play(116, 100, 80, 80, 50); // SPINOPN4.AUD if (frame == 108 || frame == 409) Sound_Play(119, 100, 80, 80, 50); // SPINCLS1.AUD if (frame == 183 || frame == 484) Sound_Play(116, 100, 80, 80, 50); // SPINOPN4.AUD if (frame == 228 || frame == 523) Sound_Play(119, 100, 80, 80, 50); // SPINCLS1.AUD if (frame == 243 || frame == 545) Sound_Play(117, 40, 80, 80, 50); // CARUP3.AUD if (frame == 315) Sound_Play(118, 40, 80, 80, 50); // CARDOWN3.AUD } } // End of namespace BladeRunner