/* 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 SceneScriptCT10::InitializeScene() { Setup_Scene_Information(-121.0f, 0.0f, -78.0f, 446); Game_Flag_Reset(kFlagCT09toCT08); // a bug? Scene_Exit_Add_2D_Exit(0, 135, 74, 238, 340, 0); Ambient_Sounds_Add_Looping_Sound(kSfxFLORBUZZ, 28, 0, 1); Ambient_Sounds_Add_Sound(375, 6, 180, 33, 33, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(376, 5, 180, 33, 33, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(377, 5, 180, 33, 33, 0, 0, -101, -101, 0, 0); } void SceneScriptCT10::SceneLoaded() { Obstacle_Object("BED", true); Unobstacle_Object("WINDOW", true); Unobstacle_Object("LOFT01", true); Unobstacle_Object("LOFT02", true); Unobstacle_Object("LOFT03", true); Unobstacle_Object("LOFT04", true); Unobstacle_Object("LOFT05", true); Unobstacle_Object("LOFT06", true); Unobstacle_Object("LOFT10", true); Unobstacle_Object("LOFT11", true); Unobstacle_Object("LOFT12", true); Unobstacle_Object("LINE02", true); Unobstacle_Object("CABINETFRONT", true); Unobstacle_Object("CABINTESIDE", true); Unobstacle_Object("BUSTEDTAPE2", true); Unobstacle_Object("BOX CLOSET 1", true); Clickable_Object("BED"); Clickable_Object("CABINETFRONT"); Clickable_Object("CABINETTOP"); Clickable_Object("TUB"); Scene_2D_Region_Add(0, 379, 229, 454, 375); } bool SceneScriptCT10::MouseClick(int x, int y) { return false; } void SceneScriptCT10::checkCabinet() { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 10.6f, 0.0f, -50.5f, 0, true, false, 0)) { Player_Loses_Control(); Actor_Face_Heading(kActorMcCoy, 0, false); Sound_Play(kSfxDRAWER1, 100, 0, 0, 50); Delay(1000); if (Actor_Clue_Query(kActorMcCoy, kClueHoldensBadge)) { Actor_Voice_Over(3700, kActorVoiceOver); } else { Item_Pickup_Spin_Effect(931, 435, 258); Actor_Clue_Acquire(kActorMcCoy, kClueHoldensBadge, true, -1); } Player_Gains_Control(); } } bool SceneScriptCT10::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("TUB", objectName)) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -41.0f, 0.0f, -106.0f, 0, true, false, 0)) { Player_Loses_Control(); Actor_Face_Heading(kActorMcCoy, 850, false); Actor_Change_Animation_Mode(kActorMcCoy, 38); Delay(1000); Sound_Play(kSfxCURTAIN1, 33, 0, 0, 50); Delay(3000); if (Actor_Clue_Query(kActorMcCoy, kClueStrangeScale1)) { Actor_Voice_Over(3700, kActorVoiceOver); } else { Actor_Clue_Acquire(kActorMcCoy, kClueStrangeScale1, true, -1); Item_Pickup_Spin_Effect(969, 364, 214); } Delay(1000); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -41.0f, 0.0f, -82.0f, 0, 0, false, 1); Player_Gains_Control(); } return true; } if (Object_Query_Click("CABINETTOP", objectName) || Object_Query_Click("CABINETFRONT", objectName) ) { checkCabinet(); return true; } return false; } bool SceneScriptCT10::ClickedOnActor(int actorId) { return false; } bool SceneScriptCT10::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptCT10::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -93.0f, 0.0f, -38.0f, 0, true, false, 0)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -121.0f, 0.0f, -78.0f, 0, false, false, 0); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagCT10toCT09); Set_Enter(kSetCT09, kSceneCT09); } } return false; } bool SceneScriptCT10::ClickedOn2DRegion(int region) { if (region == 0) { checkCabinet(); } return false; } void SceneScriptCT10::SceneFrameAdvanced(int frame) { } void SceneScriptCT10::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptCT10::PlayerWalkedIn() { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -93.0f, 0.0f, -38.0f, 0, 0, false, 0); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -49.0f, 0.0f, -38.0f, 0, 0, false, 0); if (!Game_Flag_Query(kFlagCT10Entered)) { Actor_Voice_Over(450, kActorVoiceOver); Actor_Voice_Over(460, kActorVoiceOver); Actor_Voice_Over(470, kActorVoiceOver); Game_Flag_Set(kFlagCT10Entered); } } void SceneScriptCT10::PlayerWalkedOut() { } void SceneScriptCT10::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner