/* 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 SceneScriptPS06::InitializeScene() { Setup_Scene_Information(11257.26f, 707.3f, -4778.31f, 120); Scene_Exit_Add_2D_Exit(0, 610, 0, 639, 479, 1); Ambient_Sounds_Remove_All_Non_Looping_Sounds(0); Ambient_Sounds_Add_Looping_Sound(388, 50, 1, 1); } void SceneScriptPS06::SceneLoaded() { Obstacle_Object("E.SCREEN02", true); Clickable_Object("E.SCREEN02"); Clickable_Object("E.MONITOR1"); Clickable_Object("E.SCREEN03"); Clickable_Object("E.MONITOR3"); } bool SceneScriptPS06::MouseClick(int x, int y) { return false; } bool SceneScriptPS06::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("E.MONITOR1", objectName)) { ESPER_Flag_To_Activate(); return true; } if (Object_Query_Click("E.SCREEN03", objectName) || Object_Query_Click("E.MONITOR3", objectName)) { Actor_Says(kActorAnsweringMachine, 330, 3); if (!Actor_Clue_Query(kActorMcCoy, kClueCar) || Actor_Clue_Query(kActorMcCoy, kClueCarRegistration1) || Actor_Clue_Query(kActorMcCoy, kClueCarRegistration2) || Actor_Clue_Query(kActorMcCoy, kClueCarRegistration3)) { Actor_Clues_Transfer_New_To_Mainframe(kActorMcCoy); Ambient_Sounds_Play_Sound(587, 50, 0, 0, 99); Delay(2000); Actor_Says(kActorAnsweringMachine, 340, 3); Actor_Clues_Transfer_New_From_Mainframe(kActorMcCoy); Ambient_Sounds_Play_Sound(587, 50, 0, 0, 99); Delay(2000); Ambient_Sounds_Play_Sound(588, 80, 0, 0, 99); Actor_Says(kActorAnsweringMachine, 350, 3); return true; } else { Delay(2000); Actor_Voice_Over(3780, kActorVoiceOver); Actor_Voice_Over(3790, kActorVoiceOver); if (Game_Flag_Query(kFlagDektoraIsReplicant)) { Actor_Voice_Over(3800, kActorVoiceOver); Actor_Voice_Over(3810, kActorVoiceOver); Actor_Voice_Over(3820, kActorVoiceOver); Actor_Voice_Over(3830, kActorVoiceOver); Actor_Clue_Acquire(kActorMcCoy, kClueCarRegistration1, 1, -1); } else if (Game_Flag_Query(kFlagGordoIsReplicant)) { Actor_Voice_Over(3840, kActorVoiceOver); Actor_Voice_Over(3850, kActorVoiceOver); Actor_Voice_Over(3860, kActorVoiceOver); Actor_Voice_Over(3870, kActorVoiceOver); Actor_Clue_Acquire(kActorMcCoy, kClueCarRegistration2, 1, -1); } else { Actor_Voice_Over(3880, kActorVoiceOver); Actor_Voice_Over(3890, kActorVoiceOver); Actor_Voice_Over(3900, kActorVoiceOver); Actor_Voice_Over(3910, kActorVoiceOver); Actor_Clue_Acquire(kActorMcCoy, kClueCarRegistration3, 1, -1); } Actor_Clues_Transfer_New_To_Mainframe(kActorMcCoy); Actor_Clues_Transfer_New_From_Mainframe(kActorMcCoy); return true; } } return false; } bool SceneScriptPS06::ClickedOnActor(int actorId) { return false; } bool SceneScriptPS06::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptPS06::ClickedOnExit(int exitId) { if (exitId == 0) { Game_Flag_Set(kFlagPS06toPS05); Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Set_Enter(kSetPS05, kScenePS05); return true; } return false; } bool SceneScriptPS06::ClickedOn2DRegion(int region) { return false; } void SceneScriptPS06::SceneFrameAdvanced(int frame) { } void SceneScriptPS06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptPS06::PlayerWalkedIn() { if (Game_Flag_Query(kFlagPS05toPS06)) { Game_Flag_Reset(kFlagPS05toPS06); } } void SceneScriptPS06::PlayerWalkedOut() { } void SceneScriptPS06::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner