/* 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 SceneScriptKP05::InitializeScene() { if (Game_Flag_Query(kFlagKP06toKP05)) { Setup_Scene_Information( -868.0f, 0.0f, -68.0f, 520); } else if (Game_Flag_Query(kFlagKP04toKP05)) { Setup_Scene_Information(-1142.0f, 0.0f, 932.0f, 276); } else { Setup_Scene_Information( -802.0f, 0.0f, 972.0f, 800); } Scene_Exit_Add_2D_Exit(0, 589, 0, 639, 479, 1); Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3); Scene_Exit_Add_2D_Exit(2, 0, 0, 257, 204, 0); 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 SceneScriptKP05::SceneLoaded() { Unobstacle_Object("OBSTACLEBOX20", true); Clickable_Object("BRIDGE02"); Unclickable_Object("BRIDGE02"); if (!Actor_Clue_Query(kActorMcCoy, kCluePowerSource) && Game_Flag_Query(kFlagMcCoyIsHelpingReplicants) ) { Item_Add_To_World(kItemPowerSource, kModelAnimationPowerSource, kSetKP05_KP06, -1095.0f, 0.0f, 770.0f, 256, 24, 24, false, true, false, true); } } bool SceneScriptKP05::MouseClick(int x, int y) { return false; } bool SceneScriptKP05::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptKP05::ClickedOnActor(int actorId) { return false; } bool SceneScriptKP05::ClickedOnItem(int itemId, bool a2) { if (itemId == kItemPowerSource) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1058.0f, 0.0f, 852.0f, 0, true, false, 0)) { Actor_Face_Item(kActorMcCoy, kItemPowerSource, true); Actor_Clue_Acquire(kActorMcCoy, kCluePowerSource, true, -1); Item_Remove_From_World(kItemPowerSource); Item_Pickup_Spin_Effect(kModelAnimationPowerSource, 58, 321); } } return false; } bool SceneScriptKP05::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -802.0f, 0.0f, 972.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagKP05toKP03); Set_Enter(kSetKP03, kSceneKP03); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1142.0f, 0.0f, 932.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagKP05toKP04); Set_Enter(kSetKP04, kSceneKP04); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -868.0f, 0.0f, -68.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagKP05toKP06); Async_Actor_Walk_To_XYZ(kActorMcCoy, -868.0f, 0.0f, -216.0f, 0, false); Set_Enter(kSetKP05_KP06, kSceneKP06); } return true; } return false; } bool SceneScriptKP05::ClickedOn2DRegion(int region) { return false; } void SceneScriptKP05::SceneFrameAdvanced(int frame) { } void SceneScriptKP05::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptKP05::PlayerWalkedIn() { if (Game_Flag_Query(kFlagKP06toKP05)) { Game_Flag_Reset(kFlagKP06toKP05); } else if (Game_Flag_Query(kFlagKP04toKP05)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1110.0f, 0.0f, 932.0f, 0, false, false, 0); Game_Flag_Reset(kFlagKP04toKP05); } else { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -846.0f, 0.0f, 972.0f, 0, false, false, 0); Game_Flag_Query(kFlagKP03toKP05); // bug in game? } if (Actor_Query_Goal_Number(kActorMaggie) == kGoalMaggieKP05Wait) { Actor_Set_Goal_Number(kActorMaggie, kGoalMaggieKP05McCoyEntred); } if (Actor_Query_Goal_Number(kActorSteele) == 450) { Scene_Exits_Disable(); Actor_Face_Actor(kActorSteele, kActorMcCoy, true); Actor_Says(kActorSteele, 530, 15); Actor_Says(kActorSteele, 540, 16); Actor_Face_Actor(kActorMcCoy, kActorSteele, true); Player_Set_Combat_Mode(true); Actor_Says(kActorMcCoy, 2200, 3); Actor_Says(kActorSteele, 550, 17); Actor_Says(kActorMcCoy, 2205, 3); Actor_Says(kActorSteele, 560, 15); Actor_Says(kActorSteele, 570, 16); Actor_Says(kActorSteele, 580, 13); Actor_Says(kActorMcCoy, 2210, 3); Actor_Says(kActorSteele, 590, 13); Actor_Says(kActorMcCoy, 2215, 3); Actor_Says(kActorSteele, 600, 16); Actor_Says(kActorSteele, 610, 15); Actor_Says(kActorMcCoy, 2220, 3); Actor_Says(kActorSteele, 620, 15); Actor_Says(kActorSteele, 630, 17); Non_Player_Actor_Combat_Mode_On(kActorSteele, kActorCombatStateIdle, true, kActorMcCoy, 9, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, -1, -1, 20, 240, false); } } void SceneScriptKP05::PlayerWalkedOut() { } void SceneScriptKP05::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner