/* 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.h" namespace BladeRunner { void SceneScriptCT05::InitializeScene() { if (Game_Flag_Query(90)) { Game_Flag_Reset(90); Setup_Scene_Information(-128.42f, -109.91f, 112.83f, 516); } else if (Game_Flag_Query(78)) { Setup_Scene_Information(192.35f, 43.09f, 128.97f, 768); } else { Setup_Scene_Information(-375.0f, -109.91f, 750.0f, 600); } if (Game_Flag_Query(94)) { Scene_Exit_Add_2D_Exit(0, 228, 205, 293, 300, 0); } Scene_Exit_Add_2D_Exit(1, 320, 458, 639, 479, 2); Scene_Exit_Add_2D_Exit(2, 380, 110, 542, 300, 0); Ambient_Sounds_Add_Looping_Sound(106, 15, -100, 1); Ambient_Sounds_Add_Looping_Sound(107, 15, 100, 1); Ambient_Sounds_Add_Looping_Sound(56, 13, -100, 1); Ambient_Sounds_Add_Sound(90, 5, 20, 8, 10, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(91, 5, 20, 8, 10, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(205, 5, 30, 18, 30, -100, 100, -101, -101, 0, 0); if (Game_Flag_Query(94)) { Scene_Loop_Set_Default(2); } else { Scene_Loop_Set_Default(0); } if (Actor_Query_Goal_Number(kActorGaff) == 1) { Overlay_Play("ct05over", 0, 1, 0, 0); } } void SceneScriptCT05::SceneLoaded() { Obstacle_Object("STAIR 1", true); Obstacle_Object("STAIR 2", true); Obstacle_Object("GRGDOOR", true); Obstacle_Object("GRGDOOR2", true); Obstacle_Object("TURBINE", true); Obstacle_Object("BARREL", true); Obstacle_Object("GRNDPIPE", true); Clickable_Object("TURBINE"); Clickable_Object("LFTDOOR"); Clickable_Object("BARREL"); Clickable_Object("GRNDPIPE"); Unclickable_Object("GDFRAME"); Unclickable_Object("GDFRAME2"); Unclickable_Object("WINFRAME1"); Unclickable_Object("WINFRAME2"); Unclickable_Object("STAIR 1"); Unclickable_Object("STAIR 2"); Unclickable_Object("LFTDOOR"); Unclickable_Object("LFTDOORFRM"); } bool SceneScriptCT05::MouseClick(int x, int y) { return false; } bool SceneScriptCT05::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("STAIR1", objectName)) { Actor_Face_Object(kActorMcCoy, objectName, true); return true; } if (Object_Query_Click("STAIR2", objectName)) { Actor_Face_Object(kActorMcCoy, objectName, true); return true; } if (Object_Query_Click("GRGDOOR", objectName)) { Loop_Actor_Walk_To_Scene_Object(kActorMcCoy, "GRGDOOR", 24, true, false); Actor_Face_Object(kActorMcCoy, objectName, true); Actor_Says(kActorMcCoy, 8522, 12); return true; } if (Object_Query_Click("GRGDOOR2", objectName)) { Loop_Actor_Walk_To_Scene_Object(kActorMcCoy, "GRGDOOR2", 24, true, false); Actor_Face_Object(kActorMcCoy, objectName, true); Actor_Says(kActorMcCoy, 8522, 12); return true; } if (Object_Query_Click("TURBINE", objectName)) { Loop_Actor_Walk_To_Scene_Object(kActorMcCoy, "TURBINE", 36, true, false); Actor_Face_Object(kActorMcCoy, objectName, true); Actor_Says(kActorMcCoy, 8528, 12); return true; } if (Object_Query_Click("LFTDOOR", objectName)) { Actor_Face_Object(kActorMcCoy, objectName, true); Actor_Says(kActorMcCoy, 8522, 12); return true; } if (Object_Query_Click("BARREL", objectName)) { Loop_Actor_Walk_To_Scene_Object(kActorMcCoy, "BARREL", 36, true, false); Actor_Face_Object(kActorMcCoy, objectName, true); Actor_Says(kActorMcCoy, 8529, 12); return true; } if (Object_Query_Click("GRNDPIPE", objectName)) { Loop_Actor_Walk_To_Scene_Object(kActorMcCoy, "GRNDPIPE", 24, true, false); Actor_Face_Object(kActorMcCoy, objectName, true); Actor_Says(kActorMcCoy, 8528, 12); return true; } return false; } bool SceneScriptCT05::ClickedOnActor(int actorId) { return false; } bool SceneScriptCT05::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptCT05::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -128.42f, -109.91f, 112.83f, 0, 1, false, 0)) { Game_Flag_Set(76); if (Actor_Query_Goal_Number(kActorGaff) == 1) { Overlay_Remove("ct05over"); } Set_Enter(4, 24); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -308.18f, -109.91f, 674.77f, 0, 1, false, 0)) { Game_Flag_Set(75); if (Actor_Query_Goal_Number(kActorGaff) == 1) { Overlay_Remove("ct05over"); Actor_Set_Goal_Number(kActorGaff, 5); Game_Flag_Set(409); } Set_Enter(5, 16); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 71.99f, -109.91f, 288.79f, 0, 1, false, 0)) { Footstep_Sound_Override_On(2); Actor_Face_Object(kActorMcCoy, "STAIR 2", true); Loop_Actor_Travel_Stairs(kActorMcCoy, 9, 1, 0); Actor_Set_At_XYZ(kActorMcCoy, 99.73f, -19.91f, 134.97f, 256); Loop_Actor_Travel_Stairs(kActorMcCoy, 5, 1, 0); Footstep_Sound_Override_Off(); Game_Flag_Set(77); if (Actor_Query_Goal_Number(kActorGaff) == 1) { Overlay_Remove("ct05over"); } Set_Enter(29, 18); } return true; } return false; } bool SceneScriptCT05::ClickedOn2DRegion(int region) { return false; } void SceneScriptCT05::SceneFrameAdvanced(int frame) { if (frame == 7 || frame == 15 || frame == 29) { switch (Random_Query(0, 4)) { case 4: Sound_Play(40, Random_Query(25, 50), -70, -70, 50); break; case 3: Sound_Play(44, Random_Query(25, 50), -70, -70, 50); break; case 2: Sound_Play(43, Random_Query(25, 50), -70, -70, 50); break; case 1: Sound_Play(42, Random_Query(25, 50), -70, -70, 50); break; case 0: Sound_Play(41, Random_Query(25, 50), -70, -70, 50); break; } } } void SceneScriptCT05::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptCT05::PlayerWalkedIn() { if (Game_Flag_Query(74)) { Player_Loses_Control(); Game_Flag_Reset(74); if (Player_Query_Combat_Mode()) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -308.18f, -109.91f, 674.77f, 0, 0, true, 0); } else { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -308.18f, -109.91f, 674.77f, 0, 0, false, 0); } Player_Gains_Control(); } if (Game_Flag_Query(78)) { Footstep_Sound_Override_On(2); Loop_Actor_Travel_Stairs(kActorMcCoy, 7, 0, 0); Actor_Set_At_XYZ(kActorMcCoy, 90.73f, -19.91f, 164.97f, 520); Loop_Actor_Travel_Stairs(kActorMcCoy, 10, 0, 0); Game_Flag_Reset(78); Footstep_Sound_Override_Off(); if (Actor_Query_Goal_Number(kActorGordo) == 2 && Game_Flag_Query(145)) { Actor_Set_Goal_Number(kActorGordo, 3); } } } void SceneScriptCT05::PlayerWalkedOut() { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); } void SceneScriptCT05::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner