/* 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 SceneScriptBB07::InitializeScene() { if (Game_Flag_Query(kFlagBB12toBB07)) { Setup_Scene_Information(-655.0f, 252.59f, -1136.0f, 323); } else if (Game_Flag_Query(kFlagBB06toBB07)) { Setup_Scene_Information(-551.0f, 252.59f, -1004.0f, 29); Game_Flag_Reset(kFlagBB06toBB07); } else { Setup_Scene_Information(-652.0f, 252.59f, -1018.0f, 268); } Scene_Exit_Add_2D_Exit(0, 0, 16, 51, 426, 3); Scene_Exit_Add_2D_Exit(1, 124, 101, 172, 305, 3); Scene_Exit_Add_2D_Exit(2, 282, 408, 476, 479, 2); Scene_2D_Region_Add(0, 308, 283, 354, 308); Ambient_Sounds_Add_Looping_Sound(332, 44, 0, 1); Ambient_Sounds_Add_Looping_Sound(331, 24, 0, 1); Ambient_Sounds_Add_Sound(443, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(444, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(445, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(446, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(303, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(304, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(305, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(306, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(307, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(308, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(309, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(310, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Overlay_Play("BB07OVER", 0, true, false, 0); } void SceneScriptBB07::SceneLoaded() { Obstacle_Object("COUCH", true); Unobstacle_Object("X2MAINWALLLEFT01", true); Clickable_Object("PRINTER"); } bool SceneScriptBB07::MouseClick(int x, int y) { return false; } bool SceneScriptBB07::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("PRINTER", objectName)) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -472.63f, 252.59f, -1086.81f, 0, 0, false, 0)) { Actor_Face_Object(kActorMcCoy, "PRINTER", true); if (Game_Flag_Query(396) && !Game_Flag_Query(398)) { Actor_Voice_Over(130, kActorVoiceOver); Item_Pickup_Spin_Effect(941, 439, 242); Actor_Voice_Over(140, kActorVoiceOver); Game_Flag_Set(398); Actor_Clue_Acquire(kActorMcCoy, kClueDNASebastian, true, -1); } else if (Game_Flag_Query(396) && Game_Flag_Query(398)) { Actor_Face_Object(kActorMcCoy, "PRINTER", true); Actor_Says(kActorMcCoy, 8570, 13); } else { Actor_Face_Object(kActorMcCoy, "PRINTER", true); Actor_Says(kActorMcCoy, 8575, 13); } } } return false; } bool SceneScriptBB07::ClickedOnActor(int actorId) { return false; } bool SceneScriptBB07::ClickedOnItem(int itemId, bool a2) { if (itemId == 83) { if (!Loop_Actor_Walk_To_Item(kActorMcCoy, 83, 36, 1, false)) { Actor_Face_Item(kActorMcCoy, 83, true); if (Game_Flag_Query(396) == 1) { Actor_Voice_Over(150, kActorVoiceOver); Actor_Voice_Over(160, kActorVoiceOver); Actor_Voice_Over(170, kActorVoiceOver); } } } return false; } bool SceneScriptBB07::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -615.0f, 252.59f, -1018.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Overlay_Remove("BB07OVER"); Game_Flag_Set(kFlagBB07toBB05); Set_Enter(kSetBB05, kSceneBB05); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -619.0f, 252.59f, -1136.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Overlay_Remove("BB07OVER"); Game_Flag_Set(kFlagBB07toBB12); Set_Enter(kSetBB12, kSceneBB12); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -551.0f, 252.59f, -1004.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Overlay_Remove("BB07OVER"); Game_Flag_Set(kFlagBB07toBB06); Set_Enter(kSetBB06_BB07, kSceneBB06); } return true; } return false; } bool SceneScriptBB07::ClickedOn2DRegion(int region) { if (region == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -568.63f, 252.59f, -1114.81f, 0, 1, false, 0)) { Actor_Face_Heading(kActorMcCoy, 229, false); if (Game_Flag_Query(396)) { Actor_Says(kActorMcCoy, 8585, 15); } else { Ambient_Sounds_Play_Sound(592, 40, 20, 20, 99); Overlay_Play("BB07OVER", 1, 0, 1, 0); Overlay_Play("BB07OVER", 2, 1, 0, 0); Game_Flag_Set(396); if (!Game_Flag_Query(398)) { Actor_Says(kActorAnsweringMachine, 0, 3); } } } } return false; } void SceneScriptBB07::SceneFrameAdvanced(int frame) { } void SceneScriptBB07::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptBB07::PlayerWalkedIn() { if (Game_Flag_Query(kFlagBB05toBB07)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -594.0f, 252.59f, -1018.0f, 6, 0, false, 0); Game_Flag_Reset(kFlagBB05toBB07); } if (Game_Flag_Query(kFlagBB12toBB07)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -602.0f, 252.59f, -1124.0f, 6, 0, false, 0); Game_Flag_Reset(kFlagBB12toBB07); } } void SceneScriptBB07::PlayerWalkedOut() { } void SceneScriptBB07::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner