/* 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 SceneScriptCT51::InitializeScene() { Setup_Scene_Information(0.0f, 0.0f, -102.0f, 470); Game_Flag_Reset(kFlagCT08toCT51); Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3); Ambient_Sounds_Add_Looping_Sound(kSfxRAIN10, 100, 1, 1); Ambient_Sounds_Add_Sound(kSfxSPIN2B, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSPIN3A, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER2, 60, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER3, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER4, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0); Scene_Loop_Start_Special(kSceneLoopModeLoseControl, 0, false); Scene_Loop_Set_Default(1); } void SceneScriptCT51::SceneLoaded() { Unobstacle_Object("BLANKET03", true); Clickable_Object("BED02"); 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, 24, 24, false, true, false, true); #else // fix click-box overlap with clickable bed Item_Add_To_World(kItemRagDoll, kModelAnimationRagDoll, kSetCT08_CT51_UG12, 44.0f, 3.0f, -100.0f, 540, 24, 24, false, true, false, true); #endif } if (!Actor_Clue_Query(kActorMcCoy, kClueMoonbus1)) { Item_Add_To_World(kItemMoonbusPhoto, kModelAnimationPhoto, kSetCT08_CT51_UG12, 44.0f, 0.0f, -22.0f, 0, 12, 12, false, true, false, true); } } bool SceneScriptCT51::MouseClick(int x, int y) { return true; } bool SceneScriptCT51::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("BED02", objectName)) { if (!Actor_Clue_Query(kActorMcCoy, kClueHysteriaToken)) { Item_Pickup_Spin_Effect(kModelAnimationHysteriaToken, 203, 200); Actor_Clue_Acquire(kActorMcCoy, kClueHysteriaToken, true, -1); Actor_Voice_Over(420, kActorVoiceOver); return true; } Actor_Says(kActorMcCoy, 8580, 12); } return false; } bool SceneScriptCT51::ClickedOnActor(int actorId) { return false; } bool SceneScriptCT51::ClickedOnItem(int itemId, bool a2) { if (itemId == kItemRagDoll) { Actor_Clue_Acquire(kActorMcCoy, kClueRagDoll, true, -1); Item_Pickup_Spin_Effect(kModelAnimationRagDoll, 260, 200); Ambient_Sounds_Play_Sound(kSfxBABYCRY2, 40, 99, 0, 0); Item_Remove_From_World(kItemRagDoll); return true; } if (itemId == kItemMoonbusPhoto) { Actor_Clue_Acquire(kActorMcCoy, kClueMoonbus1, true, -1); Item_Pickup_Spin_Effect(kModelAnimationPhoto, 490, 307); Item_Remove_From_World(kItemMoonbusPhoto); Actor_Says(kActorMcCoy, 8527, kAnimationModeTalk); return true; } return false; } bool SceneScriptCT51::ClickedOnExit(int exitId) { if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 0.0f, 0.0f, -102.0f, 0, true, false, 0)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -11.0f, 0.0f, -156.0f, 0, false, false, 0); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagCT51toCT08); Set_Enter(kSetCT08_CT51_UG12, kSceneCT08); } return true; } return false; } bool SceneScriptCT51::ClickedOn2DRegion(int region) { return false; } void SceneScriptCT51::SceneFrameAdvanced(int frame) { } void SceneScriptCT51::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptCT51::PlayerWalkedIn() { } void SceneScriptCT51::PlayerWalkedOut() { if (!Actor_Clue_Query(kActorMcCoy, kClueRagDoll)) { Item_Remove_From_World(kItemRagDoll); } } void SceneScriptCT51::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner