/* 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 SceneScriptHC04::InitializeScene() { if (Game_Flag_Query(108)) { Setup_Scene_Information(-112.0f, 0.14f, -655.0f, 460); Game_Flag_Reset(108); } else { Setup_Scene_Information(-88.0f, 0.14f, -463.0f, 1013); } Music_Play(4, 14, -90, 1, -1, 1, 2); Actor_Put_In_Set(kActorIsabella, 8); Actor_Set_At_XYZ(kActorIsabella, -210.0f, 0.0f, -445.0f, 250); Scene_Exit_Add_2D_Exit(0, 539, 51, 639, 309, 0); Scene_Exit_Add_2D_Exit(1, 0, 456, 639, 479, 2); Ambient_Sounds_Add_Looping_Sound(103, 50, 50, 0); Ambient_Sounds_Add_Looping_Sound(329, 16, 16, 0); Ambient_Sounds_Add_Looping_Sound(330, 40, 40, 0); Ambient_Sounds_Add_Sound(182, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(184, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(185, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(186, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(188, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(189, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(191, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(192, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(195, 5, 70, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(252, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(252, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(254, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(255, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(256, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(257, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(258, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(259, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(260, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(261, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(262, 3, 60, 16, 16, -100, -100, -101, -101, 0, 0); if (Game_Flag_Query(110)) { Scene_Loop_Start_Special(0, 0, 0); Scene_Loop_Set_Default(1); Game_Flag_Reset(110); } else { Scene_Loop_Set_Default(1); } } void SceneScriptHC04::SceneLoaded() { Obstacle_Object("CAN FIRE", true); Unobstacle_Object("ASIANMALE01", true); Clickable_Object("CAN FIRE"); } bool SceneScriptHC04::MouseClick(int x, int y) { return false; } bool SceneScriptHC04::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptHC04::ClickedOnActor(int actorId) { if (actorId == kActorIsabella) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -155.0f, 0.0f, -475.0f, 12, 1, false, 0)) { Actor_Face_Actor(kActorMcCoy, kActorIsabella, true); Actor_Face_Actor(kActorIsabella, kActorMcCoy, true); if (Game_Flag_Query(106)) { sub_401B90(); return true; } else { Actor_Says(kActorIsabella, 0, 3); Actor_Says(kActorMcCoy, 1280, 3); Actor_Says(kActorIsabella, 20, 3); Game_Flag_Set(106); return true; } } } return false; } bool SceneScriptHC04::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptHC04::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -108.0f, 0.14f, -639.0f, 0, 1, false, 0)) { Music_Stop(2); Game_Flag_Set(107); Game_Flag_Reset(479); Game_Flag_Set(182); Set_Enter(70, kSceneRC03); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -72.0f, 0.14f, -399.0f, 0, 1, false, 0)) { Game_Flag_Set(109); Set_Enter(8, kSceneHC02); } return true; } return false; } bool SceneScriptHC04::ClickedOn2DRegion(int region) { return false; } void SceneScriptHC04::SceneFrameAdvanced(int frame) { } void SceneScriptHC04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptHC04::PlayerWalkedIn() { } void SceneScriptHC04::PlayerWalkedOut() { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); } void SceneScriptHC04::DialogueQueueFlushed(int a1) { } void SceneScriptHC04::sub_401B90() { Dialogue_Menu_Clear_List(); if (Actor_Clue_Query(kActorMcCoy, kClueKingstonKitchenBox2) || Actor_Clue_Query(kActorMcCoy, kClueKingstonKitchenBox1)) { if (Actor_Clue_Query(kActorMcCoy, kClueBombingSuspect)) { DM_Add_To_List_Never_Repeat_Once_Selected(340, 5, 6, 5); } else if (Actor_Clue_Query(kActorMcCoy, kClueTyrellSecurityPhoto)) { DM_Add_To_List_Never_Repeat_Once_Selected(350, 5, 6, 5); } DM_Add_To_List_Never_Repeat_Once_Selected(360, 6, 4, 3); } if (Actor_Clue_Query(kActorMcCoy, kClueCheese) && !Actor_Clue_Query(kActorMcCoy, kClueSpecialIngredient)) { DM_Add_To_List_Never_Repeat_Once_Selected(370, 3, 4, 7); } if (Actor_Clue_Query(kActorMcCoy, kClueSpecialIngredient)) { DM_Add_To_List_Never_Repeat_Once_Selected(380, -1, 5, 8); } DM_Add_To_List_Never_Repeat_Once_Selected(390, 7, 5, -1); Dialogue_Menu_Add_DONE_To_List(400); Dialogue_Menu_Appear(320, 240); int answer = Dialogue_Menu_Query_Input(); Dialogue_Menu_Disappear(); switch (answer) { case 340: Actor_Says(kActorMcCoy, 1285, 3); Actor_Says(kActorIsabella, 50, 3); Actor_Says(kActorMcCoy, 1330, 3); Actor_Says(kActorIsabella, 60, 3); break; case 350: Actor_Says(kActorMcCoy, 1290, 3); Actor_Says(kActorIsabella, 70, 3); Actor_Says(kActorMcCoy, 1335, 3); Actor_Says(kActorIsabella, 80, 3); Actor_Says(kActorMcCoy, 1340, 3); Actor_Says(kActorIsabella, 90, 3); Actor_Says(kActorMcCoy, 1345, 3); break; case 360: Actor_Says(kActorMcCoy, 1295, 3); Actor_Says(kActorIsabella, 100, 3); Actor_Says(kActorMcCoy, 1350, 3); Actor_Says(kActorIsabella, 110, 3); Actor_Says(kActorMcCoy, 1355, 3); Actor_Says(kActorIsabella, 130, 3); Actor_Says(kActorMcCoy, 1360, 3); break; case 370: Actor_Says(kActorMcCoy, 1300, 3); Actor_Says(kActorIsabella, 140, 3); Actor_Says(kActorMcCoy, 1365, 3); Actor_Says(kActorIsabella, 150, 3); break; case 380: Actor_Says(kActorMcCoy, 1305, 3); Actor_Modify_Friendliness_To_Other(kActorIsabella, kActorMcCoy, -2); Actor_Says(kActorIsabella, 160, 3); Actor_Says(kActorMcCoy, 1370, 3); Actor_Says(kActorIsabella, 170, 3); Actor_Says(kActorMcCoy, 1375, 3); Actor_Says(kActorIsabella, 180, 3); Actor_Says(kActorMcCoy, 1380, 3); Actor_Says(kActorIsabella, 190, 3); Actor_Says(kActorIsabella, 210, 3); Actor_Says(kActorIsabella, 240, 3); Actor_Says(kActorMcCoy, 1385, 3); Actor_Says(kActorIsabella, 260, 3); Actor_Says(kActorMcCoy, 1390, 3); Actor_Says(kActorIsabella, 300, 3); Actor_Says(kActorIsabella, 310, 3); Actor_Says(kActorIsabella, 320, 3); Actor_Says(kActorMcCoy, 1395, 3); Actor_Says(kActorIsabella, 330, 3); Actor_Clue_Acquire(kActorMcCoy, kClueStolenCheese, 0, kActorIsabella); break; case 390: Actor_Says(kActorMcCoy, 1310, 3); Actor_Modify_Friendliness_To_Other(kActorIsabella, kActorMcCoy, 2); Actor_Says(kActorIsabella, 340, 3); break; case 400: Actor_Says(kActorMcCoy, 1315, 3); break; default: Actor_Says(kActorMcCoy, 1320, 3); Actor_Says(kActorIsabella, 30, 3); Actor_Says(kActorMcCoy, 1325, 3); Actor_Says(kActorMcCoy, 1345, 3); break; } } } // End of namespace BladeRunner