/* 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 { // Appears that names for "open" and "close" are switched enum kMA06Loops { kMA06LoopDoorOpen = 0, kMA06LoopMain = 1, kMA06LoopDoorClose = 3 }; void SceneScriptMA06::InitializeScene() { Setup_Scene_Information(40.0f, 1.0f, -20.0f, 400); Ambient_Sounds_Add_Looping_Sound(210, 50, 0, 1); Ambient_Sounds_Add_Looping_Sound(408, 33, 0, 1); Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kMA06LoopDoorOpen, false); Scene_Loop_Set_Default(kMA06LoopMain); Sound_Play(209, 100, 50, 50, 100); } void SceneScriptMA06::SceneLoaded() { Obstacle_Object("PANEL", true); Clickable_Object("PANEL"); Player_Loses_Control(); } bool SceneScriptMA06::MouseClick(int x, int y) { return false; } bool SceneScriptMA06::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptMA06::ClickedOnActor(int actorId) { return false; } bool SceneScriptMA06::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptMA06::ClickedOnExit(int exitId) { return false; } bool SceneScriptMA06::ClickedOn2DRegion(int region) { return false; } void SceneScriptMA06::SceneFrameAdvanced(int frame) { } void SceneScriptMA06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptMA06::PlayerWalkedIn() { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 40.0f, 1.35f, 0.0f, 0, 0, false, 0); Actor_Face_Object(kActorMcCoy, "panel", true); Delay(500); activateElevator(); if (isElevatorOnDifferentFloor()) { Sound_Play(114, 25, 0, 0, 50); Delay(4000); } Game_Flag_Reset(kFlagMA01toMA06); Game_Flag_Reset(kFlagMA02toMA06); Game_Flag_Reset(kFlagMA07toMA06); if (Game_Flag_Query(kFlagMA06toMA01)) { Set_Enter(kSetMA01, kSceneMA01); } else if (Game_Flag_Query(kFlagMA06ToMA02)) { Set_Enter(kSetMA02_MA04, kSceneMA02); } else { Set_Enter(kSetMA07, kSceneMA07); } Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA06LoopDoorClose, true); Sound_Play(208, 100, 50, 50, 50); //return true; } void SceneScriptMA06::PlayerWalkedOut() { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Player_Gains_Control(); } void SceneScriptMA06::DialogueQueueFlushed(int a1) { } bool SceneScriptMA06::isElevatorOnDifferentFloor() { return (Game_Flag_Query(kFlagMA01toMA06) && !Game_Flag_Query(kFlagMA06toMA01)) || (Game_Flag_Query(kFlagMA02toMA06) && !Game_Flag_Query(kFlagMA06ToMA02)) || (Game_Flag_Query(kFlagMA07toMA06) && !Game_Flag_Query(kFlagMA06toMA07)); } void SceneScriptMA06::activateElevator() { Game_Flag_Reset(kFlagMA06toMA01); Game_Flag_Reset(kFlagMA06ToMA02); Game_Flag_Reset(kFlagMA06toMA07); while (true) { if (Game_Flag_Query(kFlagMA06ToMA02)) { break; } if (Game_Flag_Query(kFlagMA06toMA01)) { break; } if (Game_Flag_Query(kFlagMA06toMA07)) { break; } Actor_Says(kActorAnsweringMachine, 80, 3); Player_Gains_Control(); int floor = Elevator_Activate(kElevatorMA); Player_Loses_Control(); Scene_Loop_Start_Special(kSceneLoopModeOnce, kMA06LoopMain, true); if (floor > 1) { Game_Flag_Set(kFlagMA06toMA07); } else if (floor == 1) { if (Game_Flag_Query(kFlagSpinnerToMA01)) { Game_Flag_Set(kFlagMA06toMA01); } else { Sound_Play(412, 100, 0, 0, 50); Delay(500); Actor_Says(kActorAnsweringMachine, 610, 3); } } else { // floor == 0 Actor_Says(kActorMcCoy, 2940, 18); if (Global_Variable_Query(kVariableChapter) == 4 && Game_Flag_Query(655)) { Sound_Play(412, 100, 0, 0, 50); Delay(500); Actor_Says(kActorAnsweringMachine, 610, 3); Delay(500); Actor_Says(kActorMcCoy, 8527, 3); } else { Game_Flag_Set(kFlagMA06ToMA02); Actor_Says(kActorAnsweringMachine, 90, 3); } } } } } // End of namespace BladeRunner