/* 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_script.h" namespace BladeRunner { void SceneScriptBB05::InitializeScene() { if (Game_Flag_Query(kFlagBB06toBB05)) { Setup_Scene_Information( 95.0f, -60.31f, 331.0f, 0); } else if (Game_Flag_Query(kFlagBB12toBB05)) { Setup_Scene_Information( 87.0f, -60.34f, -96.0f, 0); } else if (Game_Flag_Query(kFlagBB07toBB05)) { Setup_Scene_Information( 271.0f, -60.31f, 203.0f, 0); } else { Setup_Scene_Information(-212.0f, -60.31f, 131.0f, 0); } Scene_Exit_Add_2D_Exit(0, 92, 125, 187, 317, 3); Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3); Scene_Exit_Add_2D_Exit(2, 589, 0, 639, 479, 1); Scene_Exit_Add_2D_Exit(3, 481, 113, 573, 307, 0); Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 12, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 28, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 14, 0, 1); Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxHAUNT1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxHAUNT2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxPSDOOR1, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxPSDOOR2, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER2, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER3, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER4, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSWEEP2, 5, 80, 14, 14, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSWEEP3, 5, 80, 14, 14, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSWEEP4, 5, 80, 14, 14, -100, 100, -101, -101, 0, 0); if (!Game_Flag_Query(kFlagBB05Entered)) { Overlay_Play("BB05OVER", 0, false, false, 0); // Sadik's shadow in lower left corner Game_Flag_Set(kFlagBB05Entered); } } void SceneScriptBB05::SceneLoaded() { Obstacle_Object("PINHEAD", true); Obstacle_Object("X2WALLS&MOLDNG05", true); Obstacle_Object("QUADPATCH04", true); Unobstacle_Object("BOX16", true); Clickable_Object("PINHEAD"); Clickable_Object("BOX06"); Unclickable_Object("BOX06"); Unclickable_Object("BOX14"); if (Actor_Query_Goal_Number(kActorSebastian) == 200) { Actor_Set_Goal_Number(kActorGeneralDoll, 299); Actor_Put_In_Set(kActorGeneralDoll, kSetFreeSlotG); Actor_Set_At_Waypoint(kActorGeneralDoll, 39, 0); } } bool SceneScriptBB05::MouseClick(int x, int y) { return false; } bool SceneScriptBB05::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptBB05::ClickedOnActor(int actorId) { return false; } bool SceneScriptBB05::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptBB05::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -212.0f, -60.31f, 131.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB05toBB03); Set_Enter(kSetBB03, kSceneBB03); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 95.0f, -60.31f, 331.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB05toBB06); Set_Enter(kSetBB06_BB07, kSceneBB06); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 271.0f, -60.31f, 203.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB05toBB07); Set_Enter(kSetBB07, kSceneBB07); } return true; } if (exitId == 3) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 151.0f, -60.34f, -108.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB05toBB12); Set_Enter(kSetBB12, kSceneBB12); } return true; } return false; } bool SceneScriptBB05::ClickedOn2DRegion(int region) { return false; } void SceneScriptBB05::SceneFrameAdvanced(int frame) { } void SceneScriptBB05::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptBB05::PlayerWalkedIn() { if (Game_Flag_Query(kFlagBB06toBB05)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 95.0f, -60.31f, 303.0f, 0, false, false, 0); Game_Flag_Reset(kFlagBB06toBB05); } else if (Game_Flag_Query(kFlagBB07toBB05)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 231.0f, -60.31f, 203.0f, 0, false, false, 0); Game_Flag_Reset(kFlagBB07toBB05); } else if (Game_Flag_Query(kFlagBB12toBB05)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 111.0f, -60.31f, -24.0f, 0, false, false, 0); Game_Flag_Reset(kFlagBB12toBB05); } else { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -76.0f, -60.31f, 131.0f, 0, false, false, 0); Game_Flag_Reset(kFlagBB03toBB05); } if (Actor_Query_Goal_Number(kActorSebastian) == 200) { Actor_Face_Actor(kActorSebastian, kActorMcCoy, true); Actor_Face_Actor(kActorMcCoy, kActorSebastian, true); Actor_Says(kActorSebastian, 120, 13); Actor_Says(kActorMcCoy, 7030, 15); Actor_Says(kActorSebastian, 130, 17); Actor_Says(kActorSebastian, 140, 16); Actor_Says(kActorSebastian, 150, 14); Actor_Says(kActorSebastian, 160, 15); Actor_Says(kActorMcCoy, 7035, 14); Actor_Says(kActorSebastian, 170, 12); Actor_Says(kActorMcCoy, 7040, 14); Actor_Says(kActorSebastian, 180, 16); Actor_Says(kActorMcCoy, 7045, 14); if (Game_Flag_Query(kFlagGeneralDollShot)) { Actor_Says(kActorSebastian, 190, 15); Actor_Says(kActorMcCoy, 7050, 17); Actor_Says(kActorSebastian, 200, 16); Actor_Says_With_Pause(kActorSebastian, 210, 1.5f, 14); Actor_Says(kActorMcCoy, 7055, 15); } else { Actor_Put_In_Set(kActorGeneralDoll, kSetBB05); Actor_Set_At_Waypoint(kActorGeneralDoll, 134, 0); Loop_Actor_Walk_To_Waypoint(kActorGeneralDoll, 135, 0, false, false); Actor_Says(kActorGeneralDoll, 0, kAnimationModeTalk); Actor_Face_Actor(kActorMcCoy, kActorGeneralDoll, true); Actor_Face_Actor(kActorSebastian, kActorGeneralDoll, true); Actor_Says(kActorSebastian, 220, 13); Loop_Actor_Walk_To_Waypoint(kActorGeneralDoll, 134, 0, false, false); Actor_Face_Actor(kActorSebastian, kActorMcCoy, true); Actor_Face_Actor(kActorMcCoy, kActorSebastian, true); Actor_Says(kActorSebastian, 230, 15); Actor_Says(kActorMcCoy, 7060, 17); Actor_Says(kActorSebastian, 240, 12); } Actor_Says(kActorMcCoy, 7065, 16); Actor_Says(kActorSebastian, 250, 16); Actor_Says(kActorMcCoy, 7070, 18); Actor_Set_Goal_Number(kActorSebastian, 205); Actor_Set_Goal_Number(kActorGeneralDoll, 201); Actor_Set_Goal_Number(kActorBryant, 101); Actor_Set_Goal_Number(kActorGeneralDoll, 200); } } void SceneScriptBB05::PlayerWalkedOut() { } void SceneScriptBB05::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner