/* 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/scene.h" namespace BladeRunner { void SceneScriptBB01::InitializeScene() { if (Game_Flag_Query(265)) { Setup_Scene_Information(-253.0f, 9.0f, 715.0f, 266); } else if (Game_Flag_Query(263)) { Setup_Scene_Information(-128.0f, 9.0f, 342.0f, 266); } else { Setup_Scene_Information(43.0f, 0.0f, 1058.0f, 0); } Scene_Exit_Add_2D_Exit(0, 0, 0, 72, 299, 3); Scene_Exit_Add_2D_Exit(1, 151, 218, 322, 290, 3); if (Game_Flag_Query(254)) { Scene_Exit_Add_2D_Exit(2, 0, 311, 312, 479, 2); } Ambient_Sounds_Add_Looping_Sound(54, 50, 0, 1); Ambient_Sounds_Add_Looping_Sound(105, 25, -100, 0); Ambient_Sounds_Add_Sound(82, 5, 60, 40, 60, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(83, 5, 60, 40, 65, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(84, 5, 60, 40, 60, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(67, 5, 80, 20, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(66, 5, 80, 20, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(378, 5, 120, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(379, 5, 120, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(380, 5, 120, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Speech_Sound(60, 0, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(60, 20, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(60, 40, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(60, 50, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); if (Game_Flag_Query(254) && !Game_Flag_Query(265) && !Game_Flag_Query(263)) { Scene_Loop_Start_Special(0, 0, 0); Scene_Loop_Set_Default(1); } else if (Game_Flag_Query(254) && Game_Flag_Query(265)) { Scene_Loop_Set_Default(1); } else if (Game_Flag_Query(254) && Game_Flag_Query(263)) { Scene_Loop_Set_Default(1); } else { Scene_Loop_Set_Default(5); } } void SceneScriptBB01::SceneLoaded() { Obstacle_Object("COLUME", true); } bool SceneScriptBB01::MouseClick(int x, int y) { return false; } bool SceneScriptBB01::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptBB01::ClickedOnActor(int actorId) { return false; } bool SceneScriptBB01::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptBB01::ClickedOnExit(int exitId) { if (exitId == 0) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -140.0f, 9.0f, 818.0f, 0, 1, false, 0); if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -233.0f, 9.0f, 846.0f, 0, 1, false, 0)) { Game_Flag_Set(264); Game_Flag_Reset(258); Game_Flag_Set(177); Set_Enter(7, 26); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -125.39f, 9.0f, 372.45f, 0, 1, false, 0)) { Game_Flag_Set(262); Set_Enter(1, 3); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 43.0f, 0.0f, 1062.0f, 0, 1, false, 0)) { Game_Flag_Reset(176); Game_Flag_Reset(182); Game_Flag_Reset(179); Game_Flag_Reset(178); Game_Flag_Reset(258); int spinnerDest = Spinner_Interface_Choose_Dest(3, 0); switch (spinnerDest) { case 0: Game_Flag_Set(178); Game_Flag_Reset(254); Game_Flag_Set(251); Set_Enter(61, 65); Scene_Loop_Start_Special(1, 4, 1); break; case 1: Game_Flag_Set(179); Game_Flag_Reset(254); Game_Flag_Set(250); Set_Enter(49, 48); Scene_Loop_Start_Special(1, 4, 1); break; case 2: Game_Flag_Set(182); Game_Flag_Reset(254); Game_Flag_Set(249); Set_Enter(69, 78); Scene_Loop_Start_Special(1, 4, 1); break; case 3: Game_Flag_Set(176); Game_Flag_Reset(254); 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(254); 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(254); 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(254); Game_Flag_Set(253); Set_Enter(7, 25); Scene_Loop_Start_Special(1, 4, 1); break; case 8: Game_Flag_Set(181); Game_Flag_Reset(254); 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(254); Game_Flag_Set(256); Set_Enter(37, 34); Scene_Loop_Start_Special(1, 4, 1); break; default: Game_Flag_Set(258); Scene_Loop_Start_Special(2, 3, 1); break; } } return true; } return false; } bool SceneScriptBB01::ClickedOn2DRegion(int region) { return false; } void SceneScriptBB01::SceneFrameAdvanced(int frame) { if (frame == 193) { Sound_Play(118, 40, 0, 0, 50); } if (frame == 241 || frame == 363) { Sound_Play(116, 100, -50, -50, 50); } if (frame == 286 || frame == 407) { Sound_Play(119, 100, -50, -50, 50); } if (frame == 433) { Sound_Play(117, 40, -50, 80, 50); } if (frame == 120) { Sound_Play(286, Random_Query(33, 33), 100, -100, 50); } } void SceneScriptBB01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptBB01::PlayerWalkedIn() { Spinner_Set_Selectable_Destination_Flag(7, 1); if (Game_Flag_Query(265)) { Game_Flag_Reset(265); } else if (Game_Flag_Query(263)) { Game_Flag_Reset(263); } else { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 43.0f, 0.0f, 954.0f, 0, 0, false, 0); } } void SceneScriptBB01::PlayerWalkedOut() { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); } void SceneScriptBB01::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner