/* 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 SceneScriptKP02::InitializeScene() { if (Game_Flag_Query(kFlagKP01toKP02)) { Setup_Scene_Information( -884.0f, -615.49f, 3065.0f, 20); } else { Setup_Scene_Information(-1040.0f, -615.49f, 2903.0f, 339); Game_Flag_Reset(kFlagUG12toKP02); } // exit 0 is missing the game, no way back Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3); Ambient_Sounds_Add_Looping_Sound(kSfxKPAMB1, 34, 1, 1); Ambient_Sounds_Add_Looping_Sound(kSfxSKINBED1, 27, 1, 1); Ambient_Sounds_Add_Looping_Sound(kSfxRUMLOOP1, 90, 1, 1); Ambient_Sounds_Add_Sound(kSfxSCARY1, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY2, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY3, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER2, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER3, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER4, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY4, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY5, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY6, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); } void SceneScriptKP02::SceneLoaded() { Obstacle_Object("VAN GRATE", true); Clickable_Object("VAN GRATE"); Unobstacle_Object("VAN GRATE", true); Unobstacle_Object("BOX05", true); Unobstacle_Object("BOX08", true); Unobstacle_Object("BOX09", true); Unobstacle_Object("BOX01", true); Unclickable_Object("VAN GRATE"); } bool SceneScriptKP02::MouseClick(int x, int y) { return false; } bool SceneScriptKP02::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptKP02::ClickedOnActor(int actorId) { return false; } bool SceneScriptKP02::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptKP02::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1040.0f, -615.49f, 2903.0f, 0, 1, false, 0)) { if (Actor_Query_Goal_Number(kActorFreeSlotB) == 406 || Actor_Query_Goal_Number(kActorFreeSlotA) == 406 ) { Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotB); Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotA); Actor_Set_Goal_Number(kActorFreeSlotB, 400); Actor_Set_Goal_Number(kActorFreeSlotA, 400); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagKP02toUG12); Set_Enter(kSetUG12, kSceneUG12); } else { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagKP02toUG12); Set_Enter(kSetUG12, kSceneUG12); } } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -884.0f, -615.49f, 3065.0f, 0, 1, false, 0)) { if (Actor_Query_Goal_Number(kActorFreeSlotB) == 406 || Actor_Query_Goal_Number(kActorFreeSlotA) == 406 ) { Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotB); Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotA); Actor_Set_Goal_Number(kActorFreeSlotB, 400); Actor_Set_Goal_Number(kActorFreeSlotA, 400); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagKP02toKP01); Set_Enter(kSetKP01, kSceneKP01); } else { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagKP02toKP01); Set_Enter(kSetKP01, kSceneKP01); } } return true; } return false; } bool SceneScriptKP02::ClickedOn2DRegion(int region) { return false; } void SceneScriptKP02::SceneFrameAdvanced(int frame) { } void SceneScriptKP02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptKP02::PlayerWalkedIn() { if (Game_Flag_Query(kFlagKP01toKP02)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -884.0f, -615.49f, 3035.0f, 0, false, false, 0); Game_Flag_Reset(kFlagKP01toKP02); } if (Game_Flag_Query(kFlagMcCoyIsHelpingReplicants) && Actor_Query_Goal_Number(kActorSteele) != 599 ) { Actor_Set_Goal_Number(kActorSteele, 450); } //return false; } void SceneScriptKP02::PlayerWalkedOut() { } void SceneScriptKP02::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner