/* 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 SceneScriptBB51::InitializeScene() { Setup_Scene_Information(101.0f, 0.0f, -25.0f, 152); Game_Flag_Reset(kFlagBB06toBB51); Scene_Exit_Add_2D_Exit(0, 615, 0, 639, 479, 1); Scene_Exit_Add_2D_Exit(1, 0, 323, 241, 479, 2); Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 28, 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(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(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); Scene_Loop_Start_Special(kSceneLoopModeLoseControl, 0, false); Scene_Loop_Set_Default(1); #if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix #else if (Game_Flag_Query(kFlagBB06AndroidDestroyed)) { Overlay_Play("BB06OVER", 1, true, true, 0); } #endif // BLADERUNNER_ORIGINAL_BUGS } void SceneScriptBB51::SceneLoaded() { Obstacle_Object("V2CHESSTBL01", true); Clickable_Object("V2CHESSTBL01"); Clickable_Object("TOP02"); } bool SceneScriptBB51::MouseClick(int x, int y) { return false; } bool SceneScriptBB51::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("V2CHESSTBL01", objectName)) { #if BLADERUNNER_ORIGINAL_BUGS #else // acquire chess clue if (!Actor_Clue_Query(kActorMcCoy, kClueChessTable)) { Actor_Clue_Acquire(kActorMcCoy, kClueChessTable, true, -1); } #endif // BLADERUNNER_ORIGINAL_BUGS Actor_Face_Object(kActorMcCoy, "V2CHESSTBL01", true); Actor_Voice_Over(80, kActorVoiceOver); Actor_Voice_Over(90, kActorVoiceOver); } if (Object_Query_Click("TOP02", objectName)) { Actor_Face_Object(kActorMcCoy, "TOP02", true); Actor_Voice_Over(100, kActorVoiceOver); Actor_Voice_Over(110, kActorVoiceOver); Actor_Voice_Over(120, kActorVoiceOver); } return false; } bool SceneScriptBB51::ClickedOnActor(int actorId) { return false; } bool SceneScriptBB51::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptBB51::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 76.0f, 0.0f, 79.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB51toBB06a); Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB06); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 55.0f, 0.0f, -96.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB51toBB06b); Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB06); } return true; } return false; } bool SceneScriptBB51::ClickedOn2DRegion(int region) { return false; } void SceneScriptBB51::SceneFrameAdvanced(int frame) { #if BLADERUNNER_ORIGINAL_BUGS // Sebastian's Doll Fix #else // Scene Transition loop frames range from 0 to 14 // keep destroyedDoll overlay for 2-3 frames - to minimize weird effect if (frame == 2) { // executed once during transition to BB51 (chess sub space) if (Game_Flag_Query(kFlagBB06AndroidDestroyed)) { Overlay_Remove("BB06OVER"); } } #endif // BLADERUNNER_ORIGINAL_BUGS } void SceneScriptBB51::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptBB51::PlayerWalkedIn() { } void SceneScriptBB51::PlayerWalkedOut() { } void SceneScriptBB51::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner