/* 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 SceneScriptCT06::InitializeScene() { if (Game_Flag_Query(kFlagCT05toCT06)) { Setup_Scene_Information(20.41f, -58.23f, 2.17f, 247); Game_Flag_Reset(kFlagCT05toCT06); } else if (Game_Flag_Query(kFlagCT07toCT06)) { Setup_Scene_Information(203.91f, -58.02f, 0.47f, 768); } else { Setup_Scene_Information(175.91f, -58.23f, 24.47f, 768); } Scene_Exit_Add_2D_Exit(0, 0, 440, 639, 479, 2); Scene_Exit_Add_2D_Exit(1, 401, 162, 536, 317, 0); if (Game_Flag_Query(kFlagZubenRetired) && Actor_Query_In_Set(kActorZuben, kSetCT07)) { Actor_Put_In_Set(kActorZuben, kSetCT06); Actor_Set_At_XYZ(kActorZuben, 58.41f, -58.23f, -24.97f, 240); Actor_Retired_Here(kActorZuben, 72, 36, 1, kActorMcCoy); } Ambient_Sounds_Add_Looping_Sound(kSfxRAIN10, 100, 1, 1); Ambient_Sounds_Add_Looping_Sound(kSfxCTDRONE1, 20, 1, 1); Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 0, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 20, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 40, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 50, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Sound(kSfxSPIN2A, 80, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSPIN2B, 50, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDR2, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDR3, 70, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER4, 60, 180, 50, 100, 0, 0, -101, -101, 0, 0); if (Actor_Query_Goal_Number(kActorZuben) == kGoalZubenCT06HideAtFreeSlotA) { Ambient_Sounds_Add_Sound(kSfxZUBWLK1, 1, 5, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxZUBWLK2, 1, 5, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxZUBWLK3, 1, 5, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxZUBWLK4, 1, 5, 25, 25, -100, 100, -101, -101, 0, 0); } } void SceneScriptCT06::SceneLoaded() { Obstacle_Object("BOX02", true); Obstacle_Object("CB BOX01", true); Obstacle_Object("CB BOX02", true); Obstacle_Object("CB BOX03", true); Unobstacle_Object("INSULPIP01", true); Unobstacle_Object("CB BOX04", true); Unclickable_Object("DOOR"); if (Actor_Query_Goal_Number(kActorZuben) == kGoalZubenCT06HideAtFreeSlotA) { Preload(3); Preload(4); Preload(389); Preload(390); Preload(398); Preload(421); Preload(421); } } bool SceneScriptCT06::MouseClick(int x, int y) { return false; } bool SceneScriptCT06::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptCT06::ClickedOnActor(int actorId) { if (actorId == kActorZuben) { Loop_Actor_Walk_To_Actor(kActorMcCoy, kActorZuben, 24, true, false); Actor_Face_Actor(kActorMcCoy, kActorZuben, true); if (!Game_Flag_Query(kFlagCT06ZubenPhoto)) { Actor_Clue_Acquire(kActorMcCoy, kClueZubenSquadPhoto, true, -1); Item_Pickup_Spin_Effect(kModelAnimationPhoto, 340, 369); Actor_Voice_Over(350, kActorVoiceOver); Actor_Voice_Over(360, kActorVoiceOver); Actor_Voice_Over(370, kActorVoiceOver); if (!Game_Flag_Query(kFlagDirectorsCut)) { Actor_Voice_Over(380, kActorVoiceOver); Actor_Voice_Over(390, kActorVoiceOver); Actor_Voice_Over(400, kActorVoiceOver); Actor_Voice_Over(410, kActorVoiceOver); } Game_Flag_Set(kFlagCT06ZubenPhoto); return true; } Actor_Says(kActorMcCoy, 8570, 13); return false; } return false; } bool SceneScriptCT06::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptCT06::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 20.41f, -58.23f, -2.17f, 0, true, false, false)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagCT06toCT05); Set_Enter(kSetCT05, kSceneCT05); Game_Flag_Reset(kFlagNotUsed212); } return true; } if (exitId == 1) { if (Actor_Query_Goal_Number(kActorZuben) == kGoalZubenCT06HideAtFreeSlotA) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 203.91f, -58.02f, 0.47f, 0, true, false, false)) { Ambient_Sounds_Remove_Sound(kSfxZUBWLK1, true); Ambient_Sounds_Remove_Sound(kSfxZUBWLK2, true); Ambient_Sounds_Remove_Sound(kSfxZUBWLK3, true); Ambient_Sounds_Remove_Sound(kSfxZUBWLK4, true); Player_Loses_Control(); Actor_Set_Goal_Number(kActorZuben, kGoalZubenCT06JumpDown); Game_Flag_Reset(kFlagNotUsed212); } return true; } if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 203.91f, -58.02f, 0.47f, 0, true, false, false)) { if (Global_Variable_Query(kVariableChapter) < 3) { Actor_Face_Object(kActorMcCoy, "DOOR", true); Actor_Says(kActorMcCoy, 8522, 12); } else { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagCT06toCT08); Set_Enter(kSetCT08_CT51_UG12, kSceneCT08); Game_Flag_Reset(kFlagNotUsed212); } } } return false; } bool SceneScriptCT06::ClickedOn2DRegion(int region) { return false; } void SceneScriptCT06::SceneFrameAdvanced(int frame) { } void SceneScriptCT06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptCT06::PlayerWalkedIn() { if (Game_Flag_Query(kFlagCT07toCT06)) { Game_Flag_Reset(kFlagCT07toCT06); } } void SceneScriptCT06::PlayerWalkedOut() { } void SceneScriptCT06::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner