/* 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 SceneScriptKP01::InitializeScene() { if (Game_Flag_Query(416)) { Setup_Scene_Information(-125.0f, -12.2f, -61.0f, 400); } else if (Game_Flag_Query(418)) { Setup_Scene_Information(-284.0f, -12.2f, -789.0f, 445); } else { Setup_Scene_Information(239.0f, -12.2f, -146.0f, 820); Game_Flag_Reset(413); if (!Game_Flag_Query(674) && !Game_Flag_Query(653)) { Game_Flag_Set(674); Actor_Set_Goal_Number(kActorSteele, 420); } } Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3); Scene_Exit_Add_2D_Exit(1, 150, 0, 200, 276, 0); Scene_Exit_Add_2D_Exit(2, 589, 0, 639, 479, 1); Ambient_Sounds_Add_Looping_Sound(464, 34, 1, 1); Ambient_Sounds_Add_Looping_Sound(383, 27, 1, 1); Ambient_Sounds_Add_Looping_Sound(384, 90, 1, 1); Ambient_Sounds_Add_Sound(440, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(441, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(442, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(375, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(377, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(443, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(444, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(445, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); } void SceneScriptKP01::SceneLoaded() { Unobstacle_Object("TRAINCAR-1", true); Unobstacle_Object("FORE-JUNK-02", true); Obstacle_Object("OBSTACLE1", true); Obstacle_Object("TUBE1", true); Unclickable_Object("OBSTACLE1"); } bool SceneScriptKP01::MouseClick(int x, int y) { return false; } bool SceneScriptKP01::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptKP01::ClickedOnActor(int actorId) { return false; } bool SceneScriptKP01::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptKP01::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -125.0f, -12.2f, -61.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(415); Set_Enter(kSetKP04, kSceneKP04); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -284.0f, -12.2f, -789.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(417); Set_Enter(kSetKP03, kSceneKP03); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 239.0f, 12.2f, -146.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(414); Set_Enter(kSetKP02, kSceneKP02); } return true; } return false; } bool SceneScriptKP01::ClickedOn2DRegion(int region) { return false; } void SceneScriptKP01::SceneFrameAdvanced(int frame) { } void SceneScriptKP01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { if (actorId == kActorSteele) { if (newGoal == 422) { if (Game_Flag_Query(kFlagDirectorsCut)) { Delay(500); Actor_Change_Animation_Mode(kActorMcCoy, 75); Delay(4500); Actor_Face_Current_Camera(kActorMcCoy, true); Actor_Says(kActorMcCoy, 510, 3); } else { Delay(3000); } Async_Actor_Walk_To_XYZ(kActorMcCoy, 76.56f, -12.2f, -405.48f, 0, false); //return true; } else if (newGoal == 423) { Player_Gains_Control(); Actor_Force_Stop_Walking(kActorMcCoy); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(417); Set_Enter(kSetKP03, kSceneKP03); //return true; } } //return false; } void SceneScriptKP01::PlayerWalkedIn() { if (Game_Flag_Query(416)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -93.0f, -12.2f, -61.0f, 0, 0, false, 0); Game_Flag_Reset(416); } else if (Game_Flag_Query(418)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -240.0f, -12.2f, -789.0f, 0, 0, false, 0); Game_Flag_Reset(418); } else { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 211.0f, -12.2f, -146.0f, 0, 0, false, 0); if (!Game_Flag_Query(653) && !Game_Flag_Query(714) && Actor_Query_Goal_Number(kActorSteele) == 420 && Actor_Query_Goal_Number(kActorSteele) != 599) { Player_Loses_Control(); Actor_Set_Goal_Number(kActorSteele, 421); } } } void SceneScriptKP01::PlayerWalkedOut() { } void SceneScriptKP01::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner