/* 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 SceneScriptBB10::InitializeScene() { if (Game_Flag_Query(kFlagBB11toBB10)) { Setup_Scene_Information(255.29f, 90.24f, -103.0f, 830); } else if (Game_Flag_Query(kFlagBB09toBB10b)) { Game_Flag_Reset(kFlagBB09toBB10b); Setup_Scene_Information(151.67f, 66.84f, -313.06f, 0); } else { Setup_Scene_Information(199.67f, 67.4f, -169.06f, 628); } if (Global_Variable_Query(kVariableBB10ShelvesAvailable) > 2) { Scene_Exit_Add_2D_Exit(0, 281, 0, 531, 115, 0); } Scene_Exit_Add_2D_Exit(1, 58, 91, 193, 401, 3); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Add_Looping_Sound(kSfxRAINALY1, 76, 0, 1); 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(kFlagBB10Shelf1Available)) { Scene_2D_Region_Add(0, 458, 99, 522, 133); Overlay_Play("BB10OVR1", 0, true, false, 0); } if (!Game_Flag_Query(kFlagBB10Shelf2Available)) { Scene_2D_Region_Add(1, 459, 164, 522, 193); Overlay_Play("BB10OVR2", 0, true, false, 0); } if (!Game_Flag_Query(kFlagBB10Shelf3Available)) { Scene_2D_Region_Add(2, 458, 194, 522, 223); Overlay_Play("BB10OVR3", 0, true, false, 0); } if (!Game_Flag_Query(kFlagBB10Shelf4Available)) { Scene_2D_Region_Add(3, 458, 255, 522, 278); Overlay_Play("BB10OVR4", 0, true, false, 0); } if (!Game_Flag_Query(kFlagBB10Shelf5Available)) { Scene_2D_Region_Add(4, 458, 316, 522, 335); Overlay_Play("BB10OVR5", 0, true, false, 0); } } void SceneScriptBB10::SceneLoaded() { Obstacle_Object("BARB NIGHT", true); Unclickable_Object("BARB NIGHT"); Unobstacle_Object("Box-Floor Hole01", true); Unobstacle_Object("Box-Floor Hole02", true); Unobstacle_Object("Box-Floor Hole03", true); } bool SceneScriptBB10::MouseClick(int x, int y) { return false; } bool SceneScriptBB10::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptBB10::ClickedOnActor(int actorId) { return false; } bool SceneScriptBB10::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptBB10::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 225.58f, 67.2f, -102.1f, 0, true, false, 0)) { Player_Set_Combat_Mode(false); Actor_Face_Heading(kActorMcCoy, 274, false); Footstep_Sound_Override_On(2); Loop_Actor_Travel_Stairs(kActorMcCoy, 2, true, kAnimationModeIdle); Footstep_Sound_Override_Off(); Footstep_Sound_Override_On(2); Loop_Actor_Travel_Ladder(kActorMcCoy, 3, true, kAnimationModeIdle); Footstep_Sound_Override_Off(); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB10toBB11); Set_Enter(kSetBB11, kSceneBB11); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 206.01f, 66.84f, -261.62f, 0, true, false, 0) && !Loop_Actor_Walk_To_XYZ(kActorMcCoy, 151.67f, 66.84f, -313.06f, 0, true, false, 0) ) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Reset(kFlagBB09toBB10a); Game_Flag_Set(kFlagBB10toBB09); Set_Enter(kSetBB09, kSceneBB09); } return true; } return false; } bool SceneScriptBB10::ClickedOn2DRegion(int region) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 225.58f, 67.2f, -102.1f, 0, true, false, 0)) { Actor_Face_Heading(kActorMcCoy, 274, false); Sound_Play(Random_Query(kSfxGLASSY1, kSfxGLASSY2), 40, 70, 70, 50); switch (region) { case 0: Overlay_Remove("BB10OVR1"); Game_Flag_Set(kFlagBB10Shelf1Available); Scene_2D_Region_Remove(0); break; case 1: Overlay_Remove("BB10OVR2"); Game_Flag_Set(kFlagBB10Shelf2Available); Scene_2D_Region_Remove(1); break; case 2: Overlay_Remove("BB10OVR3"); Game_Flag_Set(kFlagBB10Shelf3Available); Scene_2D_Region_Remove(2); break; case 3: Overlay_Remove("BB10OVR4"); Game_Flag_Set(kFlagBB10Shelf4Available); Scene_2D_Region_Remove(3); break; case 4: Overlay_Remove("BB10OVR5"); Game_Flag_Set(kFlagBB10Shelf5Available); Scene_2D_Region_Remove(4); break; } Global_Variable_Increment(kVariableBB10ShelvesAvailable, 1); if (Global_Variable_Query(kVariableBB10ShelvesAvailable) > 4) { Scene_Exit_Add_2D_Exit(0, 281, 0, 531, 115, 0); } return false; } return true; } void SceneScriptBB10::SceneFrameAdvanced(int frame) { } void SceneScriptBB10::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptBB10::PlayerWalkedIn() { if (Game_Flag_Query(kFlagBB09toBB10a)) { Player_Loses_Control(); Actor_Set_At_XYZ(kActorMcCoy, 214.01f, 66.84f, -349.62f, 462); Loop_Actor_Walk_To_XYZ(kActorMcCoy, 206.01f, 66.84f, -261.62f, 0, false, false, 0); Player_Gains_Control(); Game_Flag_Reset(kFlagBB09toBB10a); } else if (Game_Flag_Query(kFlagBB11toBB10)) { Actor_Set_At_XYZ(kActorMcCoy, 249.58f, 127.2f, -102.1f, 256); Footstep_Sound_Override_On(2); Loop_Actor_Travel_Ladder(kActorMcCoy, 3, false, kAnimationModeIdle); Footstep_Sound_Override_Off(); Actor_Face_Heading(kActorMcCoy, 768, false); Footstep_Sound_Override_On(2); Loop_Actor_Travel_Stairs(kActorMcCoy, 3, false, kAnimationModeIdle); Footstep_Sound_Override_Off(); Game_Flag_Reset(kFlagBB11toBB10); } } void SceneScriptBB10::PlayerWalkedOut() { } void SceneScriptBB10::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner