/* 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 SceneScriptBB09::InitializeScene() { Setup_Scene_Information(111.2f, -8.96f, 134.65f, 0); if (Game_Flag_Query(kFlagBB10toBB09)) { Game_Flag_Reset(kFlagBB10toBB09); Setup_Scene_Information(115.45f, -8.96f, 134.0f, 628); } else if (Game_Flag_Query(kFlagBB08toBB09)) { Game_Flag_Reset(kFlagBB08toBB09); Setup_Scene_Information(107.45f, -9.14f, 166.0f, 244); } #if BLADERUNNER_ORIGINAL_BUGS Scene_Exit_Add_2D_Exit(0, 224, 213, 286, 353, 1); #else // in the original McCoy could run ahead of Sadik to the next room (BB10) // if the player clicked quickly enough // kFlagBB11SadikFight is set after Sadik exits this room in Chapter 2 // (and his goal is set to kGoalSadikBB11Wait) // this flag will be reset before Act 3, when McCoy is ambushed at the BB roof if ((Global_Variable_Query(kVariableChapter) == 2 && Game_Flag_Query(kFlagBB11SadikFight)) || (Global_Variable_Query(kVariableChapter) > 2) ) { Scene_Exit_Add_2D_Exit(0, 224, 213, 286, 353, 1); } #endif // BLADERUNNER_ORIGINAL_BUGS Scene_Exit_Add_2D_Exit(1, 75, 450, 480, 479, 2); Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 20, 100, 1); Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 40, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 50, 55, 1); Ambient_Sounds_Add_Sound(kSfxRADIATR2, 5, 20, 20, 25, -100, -100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxRADIATR3, 5, 20, 20, 25, -100, -100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxRADIATR4, 5, 20, 20, 25, -100, -100, -101, -101, 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); // Original: // Don't kill Sadik yet, game cannot continue. // This is an original bug - fixed in ScummVM in Sadik's AI script (method ShotAtAndHit() ) // Also Sadik is also set as targetable (redundant) in his AI script (method Update() ) Actor_Set_Targetable(kActorSadik, true); } void SceneScriptBB09::SceneLoaded() { Obstacle_Object("WICKER CHAIR ", true); Unobstacle_Object("ROOM03 RIGHT WALL", true); Unclickable_Object("WICKER CHAIR "); } bool SceneScriptBB09::MouseClick(int x, int y) { return false; } bool SceneScriptBB09::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptBB09::ClickedOnActor(int actorId) { return false; } bool SceneScriptBB09::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptBB09::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 454.56f, -9.0f, 190.31f, 0, true, false, false)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 450.56f, -9.0f, 250.31f, 0, false, false, false); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB09toBB10a); Game_Flag_Set(kFlagBB09toBB10b); Set_Enter(kSetBB10, kSceneBB10); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 71.0f, -9.0f, 136.0f, 72, true, false, false)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB09toBB08); Set_Enter(kSetBB08, kSceneBB08); } return true; } return false; } bool SceneScriptBB09::ClickedOn2DRegion(int region) { return false; } void SceneScriptBB09::SceneFrameAdvanced(int frame) { } void SceneScriptBB09::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { #if BLADERUNNER_ORIGINAL_BUGS #else // in the original McCoy could run ahead of Sadik to the next room (BB10) // if the player clicked quickly enough if (actorId == kActorSadik && newGoal == kGoalSadikBB11Wait) { Scene_Exit_Add_2D_Exit(0, 224, 213, 286, 353, 1); } #endif // BLADERUNNER_ORIGINAL_BUGS } void SceneScriptBB09::PlayerWalkedIn() { } void SceneScriptBB09::PlayerWalkedOut() { } void SceneScriptBB09::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner