/* 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 SceneScriptPS02::InitializeScene() { Player_Loses_Control(); Setup_Scene_Information(-13.31f, -40.28f, -48.12f, 30); Scene_Exit_Add_2D_Exit(0, 0, 0, 240, 479, 3); Ambient_Sounds_Remove_All_Non_Looping_Sounds(0); Ambient_Sounds_Add_Looping_Sound(386, 20, 1, 1); Ambient_Sounds_Add_Looping_Sound(210, 20, 1, 1); Ambient_Sounds_Add_Sound(0, 3, 20, 12, 16, 0, 0, -101, -101, 0, 0); Scene_Loop_Start_Special(kSceneLoopModeLoseControl, 0, false); Scene_Loop_Set_Default(1); } void SceneScriptPS02::SceneLoaded() { Obstacle_Object("E.DOOR01", true); Obstacle_Object("E.DOOR02", true); Clickable_Object("E.DOOR01"); Clickable_Object("E.DOOR02"); } bool SceneScriptPS02::MouseClick(int x, int y) { return false; } bool SceneScriptPS02::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("E.DOOR01", objectName) || Object_Query_Click("E.D00R02", objectName) ) { if (Game_Flag_Query(kFlagPS02toPS01)) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -5.0f, -40.0f, -15.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Set_Enter(kSetPS01, kScenePS01); Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true); } } else if (Game_Flag_Query(kFlagPS02toPS05)) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -5.0f, -40.0f, -15.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Set_Enter(kSetPS05, kScenePS05); Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true); } } else if (Game_Flag_Query(kFlagPS02toPS07)) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -5.0f, -40.0f, -15.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Set_Enter(kSetPS07, kScenePS07); Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true); } } else if (Game_Flag_Query(kFlagPS02toPS03)) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -5.0f, -40.0f, -15.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Set_Enter(kSetPS03, kScenePS03); Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true); } } else if (Game_Flag_Query(kFlagPS02toPS09)) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -5.0f, -40.0f, -15.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Set_Enter(kSetPS09, kScenePS09); Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true); } } } return false; } bool SceneScriptPS02::ClickedOnActor(int actorId) { return false; } bool SceneScriptPS02::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptPS02::ClickedOnExit(int exitId) { return false; } bool SceneScriptPS02::ClickedOn2DRegion(int region) { return false; } void SceneScriptPS02::SceneFrameAdvanced(int frame) { if (frame == 1) { Ambient_Sounds_Play_Sound(kSfxELDOORO2, 45, 0, 0, 0); } if (frame == 91) { Ambient_Sounds_Play_Sound(kSfxELDOORC1, 45, 0, 0, 0); } //return true; } void SceneScriptPS02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptPS02::PlayerWalkedIn() { Game_Flag_Reset(kflagPS01toPS02); Actor_Face_XYZ(kActorMcCoy, 0.0f, 0.0f, 450.0f, true); Player_Gains_Control(); activateElevator(); Player_Loses_Control(); if (Game_Flag_Query(kFlagPS02toPS01) ) { Set_Enter(kSetPS01, kScenePS01); Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true); } else if (Game_Flag_Query(kFlagPS02toPS05) ) { Set_Enter(kSetPS05, kScenePS05); Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true); } else if (Game_Flag_Query(kFlagPS02toPS07) ) { Set_Enter(kSetPS07, kScenePS07); Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true); } else if (Game_Flag_Query(kFlagPS02toPS03) ) { Set_Enter(kSetPS03, kScenePS03); Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true); } else if (Game_Flag_Query(kFlagPS02toPS09) ) { Set_Enter(kSetPS09, kScenePS09); Scene_Loop_Start_Special(kSceneLoopModeChangeSet, 3, true); } //return true; } void SceneScriptPS02::PlayerWalkedOut() { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Player_Gains_Control(); } void SceneScriptPS02::DialogueQueueFlushed(int a1) { } void SceneScriptPS02::activateElevator() { Scene_Exits_Disable(); switch (Elevator_Activate(kElevatorPS)) { case 3: Game_Flag_Set(kFlagPS02toPS07); break; case 4: Game_Flag_Set(kFlagPS02toPS01); break; case 5: Game_Flag_Set(kFlagPS02toPS05); break; case 6: Game_Flag_Set(kFlagPS02toPS03); break; case 7: Game_Flag_Set(kFlagPS02toPS09); break; } Scene_Exits_Enable(); } } // End of namespace BladeRunner