/* 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 SceneScriptBB08::InitializeScene() { if (Game_Flag_Query(kFlagBB09toBB08)) { #if BLADERUNNER_ORIGINAL_BUGS Setup_Scene_Information(204.0f, 0.0f, 92.0f, 875); #else Setup_Scene_Information(204.0f, 96.1f, 94.0f, 256); #endif } else { Setup_Scene_Information(247.0f, 0.0f, 27.0f, 790); } Scene_Exit_Add_2D_Exit(0, 307, 0, 361, 238, 0); Scene_Exit_Add_2D_Exit(1, 117, 38, 214, 245, 0); Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 44, 0, 1); Ambient_Sounds_Add_Sound(kSfxBBDRIP1, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBDRIP2, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBDRIP3, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBDRIP4, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBDRIP5, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY4, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY5, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY6, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY7, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); 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); if (!Game_Flag_Query(kFlagBB08Entered)) { Overlay_Play("BB08OVER", 0, false, false, 0); // Sadik's shadow going up Game_Flag_Set(kFlagBB08Entered); } } void SceneScriptBB08::SceneLoaded() { Obstacle_Object("BATHTUB", true); Unobstacle_Object("DOORWAY", true); Unclickable_Object("BATHTUB"); } bool SceneScriptBB08::MouseClick(int x, int y) { return false; } bool SceneScriptBB08::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptBB08::ClickedOnActor(int actorId) { return false; } bool SceneScriptBB08::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptBB08::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 204.0f, 0.1f, 94.0f, 0, true, false, false)) { Actor_Face_Heading(kActorMcCoy, 256, false); Footstep_Sound_Override_On(2); Loop_Actor_Travel_Ladder(kActorMcCoy, 8, true, kAnimationModeIdle); Footstep_Sound_Override_Off(); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB08toBB09); Set_Enter(kSetBB09, kSceneBB09); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 247.0f, 0.1f, 27.0f, 0, true, false, false)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB08toBB12); Set_Enter(kSetBB12, kSceneBB12); } return true; } return false; } bool SceneScriptBB08::ClickedOn2DRegion(int region) { return false; } void SceneScriptBB08::SceneFrameAdvanced(int frame) { } void SceneScriptBB08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptBB08::PlayerWalkedIn() { if (Game_Flag_Query(kFlagBB09toBB08)) { #if BLADERUNNER_ORIGINAL_BUGS #else // prevents a sling-shot effect whereby McCoy reverts to the position vector // he had in the previous room (BB09), if he just started walking before exiting BB09 // this bug would result in McCoy teleporting to the right of this scene (BB08) // and he would often then glitch through the bathtub. // Also he would skip the climbing down stairs animation altogether // The bug seems to be particular only to this case of McCoy climbing down a ladder Actor_Force_Stop_Walking(kActorMcCoy); #endif // BLADERUNNER_ORIGINAL_BUGS Actor_Set_At_XYZ(kActorMcCoy, 204.0f, 96.1f, 94.0f, 256); Footstep_Sound_Override_On(2); Loop_Actor_Travel_Ladder(kActorMcCoy, 8, false, kAnimationModeIdle); Footstep_Sound_Override_Off(); Actor_Face_Heading(kActorMcCoy, 768, false); Game_Flag_Reset(kFlagBB09toBB08); } else { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 188.0f, 0.1f, 28.0f, 0, false, false, false); } } void SceneScriptBB08::PlayerWalkedOut() { } void SceneScriptBB08::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner