/* 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 SceneScriptCT08::InitializeScene() { if (Game_Flag_Query(kFlagChapter3Intro)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Outtake_Play(kOuttakeMovieB1, false, -1); if (Game_Flag_Query(kFlagLucyIsReplicant)) { Outtake_Play(kOuttakeMovieB2, false, -1); } else if (Game_Flag_Query(kFlagDektoraIsReplicant)) { Outtake_Play(kOuttakeMovieB3, false, -1); } else { Outtake_Play(kOuttakeMovieB4, false, -1); } Outtake_Play(kOuttakeMovieB5, false, -1); Game_Flag_Reset(kFlagChapter3Intro); } Actor_Force_Stop_Walking(kActorMcCoy); if (Game_Flag_Query(kFlagCT51toCT08)) { Setup_Scene_Information( -11.0f, 0.0f, -156.0f, 769); } else if (Game_Flag_Query(kFlagCT06toCT08)) { Setup_Scene_Information(-143.0f, 0.0f, -92.0f, 420); } else { Setup_Scene_Information(-183.0f, 0.0f, 128.0f, 205); } Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3); Scene_Exit_Add_2D_Exit(1, 389, 0, 639, 303, 0); Scene_Exit_Add_2D_Exit(2, 115, 87, 137, 267, 3); if (Game_Flag_Query(kFlagMcCoyTiedDown)) { #if BLADERUNNER_ORIGINAL_BUGS Scene_2D_Region_Add(0, 185, 185, 230, 230); #else Scene_2D_Region_Add(0, 155, 180, 214, 235); #endif // BLADERUNNER_ORIGINAL_BUGS } 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, 5, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDR3, 5, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER4, 5, 180, 50, 100, 0, 0, -101, -101, 0, 0); if (Game_Flag_Query(kFlagCT51toCT08)) { Scene_Loop_Start_Special(kSceneLoopModeLoseControl, 0, false); Scene_Loop_Set_Default(1); } else { Scene_Loop_Set_Default(1); } } void SceneScriptCT08::SceneLoaded() { Obstacle_Object("ASHTRAY", true); Unobstacle_Object("BLANKET03", true); if (!Actor_Clue_Query(kActorMcCoy, kClueRagDoll)) { #if BLADERUNNER_ORIGINAL_BUGS Item_Add_To_World(kItemRagDoll, kModelAnimationRagDoll, kSetCT08_CT51_UG12, 44.0f, 0.0f, -95.0f, 540, 12, 12, false, true, false, true); #else Item_Add_To_World(kItemRagDoll, kModelAnimationRagDoll, kSetCT08_CT51_UG12, 44.0f, 3.0f, -100.0f, 540, 12, 12, false, true, false, true); #endif // BLADERUNNER_ORIGINAL_BUGS } if (!Actor_Clue_Query(kActorMcCoy, kClueCheese)) { Item_Add_To_World(kItemCheese, kModelAnimationCheese, kSetCT08_CT51_UG12, -102.0f, 2.0f, 41.0f, 432, 6, 6, false, true, false, true); } } bool SceneScriptCT08::MouseClick(int x, int y) { return false; } bool SceneScriptCT08::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptCT08::ClickedOnActor(int actorId) { return false; } bool SceneScriptCT08::ClickedOnItem(int itemId, bool a2) { if (itemId == kItemCheese) { if (!Loop_Actor_Walk_To_Item(kActorMcCoy, kItemCheese, 36, true, false)) { if (!Game_Flag_Query(kFlagMcCoyTiedDown)) { Actor_Clue_Acquire(kActorMcCoy, kClueCheese, true, -1); Item_Pickup_Spin_Effect(kModelAnimationCheese, 266, 328); Item_Remove_From_World(kItemCheese); Actor_Voice_Over(480, kActorVoiceOver); Actor_Voice_Over(490, kActorVoiceOver); Actor_Voice_Over(500, kActorVoiceOver); } } return true; } return false; } bool SceneScriptCT08::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -183.0f, 0.0f, 128.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagCT08toCT09); Set_Enter(kSetCT09, kSceneCT09); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -11.0f, 0.0f, -156.0f, 0, true, false, 0)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 0.0f, 0.0f, -102.0f, 0, false, false, 0); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagCT08toCT51); Set_Enter(kSetCT08_CT51_UG12, kSceneCT51); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -143.0f, 0.0f, -92.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagCT08toCT06); Set_Enter(kSetCT06, kSceneCT06); } return true; } return false; } bool SceneScriptCT08::ClickedOn2DRegion(int region) { if (region == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -108.0f, 0.0f, -178.0f, 0, true, false, 0)) { Actor_Face_Heading(kActorMcCoy, 512, false); Game_Flag_Reset(kFlagMcCoyTiedDown); Player_Set_Combat_Mode_Access(true); Scene_Exits_Enable(); Ambient_Sounds_Play_Sound(kSfxBRKROPE1, 40, 99, 0, 0); Scene_2D_Region_Remove(0); Player_Loses_Control(); } return true; } return false; } void SceneScriptCT08::SceneFrameAdvanced(int frame) { } void SceneScriptCT08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptCT08::PlayerWalkedIn() { if (Game_Flag_Query(kFlagMcCoyTiedDown)) { Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeTalk); Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle); Actor_Set_At_XYZ(kActorMcCoy, -148.0f, 0.0f, 4.0f, 256); Player_Set_Combat_Mode_Access(false); Scene_Exits_Disable(); Game_Flag_Reset(kFlagCT51toCT08); Game_Flag_Reset(kFlagCT06toCT08); Autosave_Game(1); } else if (Game_Flag_Query(kFlagCT51toCT08)) { Game_Flag_Reset(kFlagCT51toCT08); } else if (Game_Flag_Query(kFlagCT06toCT08)) { Game_Flag_Reset(kFlagCT06toCT08); } else { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -156.0f, 0.0f, 128.0f, 0, false, false, 0); Game_Flag_Reset(kFlagCT09toCT08); } } void SceneScriptCT08::PlayerWalkedOut() { if (!Actor_Clue_Query(kActorMcCoy, kClueRagDoll)) { Item_Remove_From_World(kItemRagDoll); } } void SceneScriptCT08::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner