/* 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 SceneScriptHC03::InitializeScene() { if (Game_Flag_Query(318)) { Setup_Scene_Information(656.0f, 1.61f, -95.0f, 497); Game_Flag_Set(388); Game_Flag_Reset(318); } else { Setup_Scene_Information(607.0f, 0.14f, 13.0f, 57); Game_Flag_Reset(386); } Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3); if (Game_Flag_Query(403) || Global_Variable_Query(1) > 3) { Item_Remove_From_World(121); Game_Flag_Set(403); Scene_Exit_Add_2D_Exit(1, 400, 275, 515, 375, 2); } Ambient_Sounds_Add_Looping_Sound(103, 50, 50, 0); Ambient_Sounds_Add_Looping_Sound(241, 50, 50, 0); Ambient_Sounds_Add_Sound(242, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(243, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(244, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(245, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(246, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(247, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(248, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(249, 3, 30, 16, 16, -100, -70, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(238, 3, 50, 25, 25, -100, -70, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(240, 3, 50, 33, 33, -100, -70, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(181, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(182, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(183, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(184, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(185, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(186, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(188, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(189, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(190, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(191, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(192, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(193, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(194, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(195, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); if (Game_Flag_Query(388)) { Scene_Loop_Set_Default(6); } else if (Game_Flag_Query(403) || Global_Variable_Query(1) > 3) { Scene_Loop_Set_Default(3); } else { Scene_Loop_Set_Default(0); } } void SceneScriptHC03::SceneLoaded() { Obstacle_Object("GUITAR01", true); if (Game_Flag_Query(403) || Game_Flag_Query(388) || Global_Variable_Query(1) > 3) { Unobstacle_Object("GPscisGate", true); } else { Obstacle_Object("GPscisGate", true); } Unclickable_Object("GUITAR01"); } bool SceneScriptHC03::MouseClick(int x, int y) { return false; } bool SceneScriptHC03::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptHC03::ClickedOnActor(int actorId) { return false; } bool SceneScriptHC03::ClickedOnItem(int itemId, bool a2) { if (itemId == 121) { if (a2) { Scene_Loop_Set_Default(3); Scene_Loop_Start_Special(kSceneLoopMode2, 2, true); Game_Flag_Set(403); Item_Remove_From_World(121); Unobstacle_Object("GPscisGate", true); } else { Actor_Says(kActorMcCoy, 8522, 12); } return true; } if (itemId == 107) { Item_Remove_From_World(107); Item_Pickup_Spin_Effect(977, 68, 435); Delay(1500); Item_Pickup_Spin_Effect(984, 78, 435); Delay(1500); Item_Pickup_Spin_Effect(984, 58, 435); if (Game_Flag_Query(374)) { Actor_Clue_Acquire(kActorMcCoy, kCluePhotoOfMcCoy1, 1, kActorIzo); } else { Actor_Clue_Acquire(kActorMcCoy, kCluePhotoOfMcCoy2, 1, kActorIzo); } Actor_Clue_Acquire(kActorMcCoy, kClueChinaBar, 1, kActorIzo); return true; } return false; } bool SceneScriptHC03::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 607.0f, 0.14f, 9.0f, 0, 1, false, 0)) { Game_Flag_Set(387); Set_Enter(8, 31); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 628.0f, 2.04f, -123.0f, 0, 1, false, 0)) { if (Game_Flag_Query(388)) { Game_Flag_Set(319); Game_Flag_Reset(479); Game_Flag_Set(259); Game_Flag_Set(388); Music_Stop(2); Set_Enter(75, 87); } else { Scene_Loop_Set_Default(6); Scene_Loop_Start_Special(kSceneLoopMode2, 5, true); Game_Flag_Set(388); } } return true; } return false; } bool SceneScriptHC03::ClickedOn2DRegion(int region) { return false; } void SceneScriptHC03::SceneFrameAdvanced(int frame) { if (frame == 10 || frame == 19 || frame == 29 || frame == 39 || frame == 49 || frame == 59 || frame == 71 || frame == 82 || frame == 91 || frame == 101 || frame == 111 || frame == 121 || frame == 131) { Sound_Play(281, Random_Query(33, 50), 50, 50, 50); } if (!Game_Flag_Query(521) && frame == 66) { Ambient_Sounds_Play_Sound(328, 90, 0, -40, 99); Sound_Play(201, Random_Query(47, 47), 0, -40, 50); Scene_Exit_Add_2D_Exit(1, 400, 275, 515, 375, 2); Game_Flag_Set(521); } } void SceneScriptHC03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptHC03::PlayerWalkedIn() { } void SceneScriptHC03::PlayerWalkedOut() { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); } void SceneScriptHC03::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner