/* 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 { enum kMA05Loops { kMA05LoopInshot = 0, // 0 - 29 // Frame 29 (in Acts 1 and 2 this ties in with Frame 30 of the Loop Main, in Act 5 it ties with frame 60?!) kMA05LoopMainLoop = 1, // 30 - 90 kMA05LoopSpinner = 3 // 91 - 150 // Frame 150 ties in with Frame 30 of Loop Main }; enum kMA05Exits { kMA05ExitMA04 = 0 }; void SceneScriptMA05::InitializeScene() { if (Global_Variable_Query(kVariableChapter) != 2 && Global_Variable_Query(kVariableChapter) != 3) { Setup_Scene_Information(-7204.0f, 953.97f, 1651.0f, 0); } else { #if BLADERUNNER_ORIGINAL_BUGS Setup_Scene_Information(-7207.0f, 956.17f, 1564.0f, 0); #else Setup_Scene_Information(-7199.0f, 953.97f, 1605.0f, 0); #endif // BLADERUNNER_ORIGINAL_BUGS } Scene_Exit_Add_2D_Exit(kMA05ExitMA04, 432, 21, 471, 226, 1); Ambient_Sounds_Add_Looping_Sound(kSfxROOFRAN1, 90, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxROOFAIR1, 40, -100, 1); Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 50, 60, 1); Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 0, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 20, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 40, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 50, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Sound(kSfxSPIN2B, 10, 100, 25, 50, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSPIN3A, 10, 100, 25, 50, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER2, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER3, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSIREN2, 10, 70, 25, 25, -100, 0, -101, -101, 0, 0); if (isPhoneRinging()) { Ambient_Sounds_Add_Sound(kSfxVIDFONE1, 3, 3, 32, 32, 100, 100, -101, -101, 0, 0); } if (Global_Variable_Query(kVariableChapter) != 2 && Global_Variable_Query(kVariableChapter) != 3) { Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kMA05LoopInshot, false); } Scene_Loop_Set_Default(kMA05LoopMainLoop); } void SceneScriptMA05::SceneLoaded() { Obstacle_Object("Z-BOX-RAIL03", true); Footstep_Sounds_Set(0, 0); Footstep_Sounds_Set(1, 3); } bool SceneScriptMA05::MouseClick(int x, int y) { return false; } bool SceneScriptMA05::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptMA05::ClickedOnActor(int actorId) { return false; } bool SceneScriptMA05::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptMA05::ClickedOnExit(int exitId) { if (exitId == kMA05ExitMA04) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -7199.0f, 956.17f, 1579.0f, 0, 0, false, 0)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -7199.0f, 956.17f, 1579.0f, 0, 0, false, 0); Game_Flag_Set(kFlagMA05toMA04); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Async_Actor_Walk_To_XYZ(kActorMcCoy, -7199.0f, 953.97f, 1685.0f, 0, false); Set_Enter(kSetMA04, kSceneMA04); } return true; } return false; } bool SceneScriptMA05::ClickedOn2DRegion(int region) { return false; } void SceneScriptMA05::SceneFrameAdvanced(int frame) { if (frame == 20) { Sound_Play(kSfxROOFLIT1, 70, -100, 100, 50); } //return true; } void SceneScriptMA05::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptMA05::PlayerWalkedIn() { Music_Play(kMusicBRBlues, 52, 0, 2, -1, 0, 0); if ((Random_Query(0, 4) == 1 || (Game_Flag_Query(kFlagChapter1Ending) && !Game_Flag_Query(kFlagChapter1Ended))) && Global_Variable_Query(kVariableChapter) == 1) { Scene_Loop_Set_Default(kMA05LoopMainLoop); Scene_Loop_Start_Special(kSceneLoopModeOnce, kMA05LoopSpinner, true); Sound_Play(kSfxSPIN3A, 100, 0, 0, 50); } if (Game_Flag_Query(kFlagChapter1Ending) && !Game_Flag_Query(kFlagChapter1Ended)) { if (!Game_Flag_Query(kFlagDirectorsCut)) { Actor_Voice_Over(1260, kActorVoiceOver); Actor_Voice_Over(1270, kActorVoiceOver); Actor_Voice_Over(1280, kActorVoiceOver); Actor_Voice_Over(1290, kActorVoiceOver); } Game_Flag_Set(kFlagChapter1Ended); Player_Gains_Control(); } #if BLADERUNNER_ORIGINAL_BUGS #else if (Global_Variable_Query(kVariableChapter) == 2 || Global_Variable_Query(kVariableChapter) == 3) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -7199.0f, 953.97f, 1564.0f, 0, false, false, 1); } #endif // BLADERUNNER_ORIGINAL_BUGS //return false; } void SceneScriptMA05::PlayerWalkedOut() { } void SceneScriptMA05::DialogueQueueFlushed(int a1) { } bool SceneScriptMA05::isPhoneRinging() { return Global_Variable_Query(kVariableChapter) == 5 && !Actor_Clue_Query(kActorMcCoy, kCluePhoneCallClovis) && !Actor_Clue_Query(kActorMcCoy, kCluePhoneCallCrystal) && !Actor_Clue_Query(kActorMcCoy, kCluePhoneCallDektora1) && !Actor_Clue_Query(kActorMcCoy, kCluePhoneCallDektora2) && !Actor_Clue_Query(kActorMcCoy, kCluePhoneCallLucy1) && !Actor_Clue_Query(kActorMcCoy, kCluePhoneCallLucy2); } } // End of namespace BladeRunner