/* 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 SceneScriptPS15::InitializeScene() { Setup_Scene_Information(-360.0f, -113.43f, 50.0f, 0); Scene_Exit_Add_2D_Exit(0, 0, 0, 20, 479, 3); Scene_Exit_Add_2D_Exit(1, 620, 0, 639, 479, 1); Ambient_Sounds_Add_Looping_Sound(kSfxRUMLOOP1, 20, 1, 1); Ambient_Sounds_Add_Looping_Sound(kSfxLABAMB3, 80, 0, 1); Ambient_Sounds_Add_Sound(kSfxPHONE1, 5, 50, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxPAGE1, 5, 20, 30, 30, -70, 70, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxPAGE2, 5, 20, 30, 30, -70, 70, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxPAGE3, 5, 20, 30, 30, -70, 70, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSWEEP3, 5, 20, 5, 9, -70, 70, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSWEEP4, 5, 20, 5, 9, -70, 70, -101, -101, 0, 0); Actor_Put_In_Set(kActorSergeantWalls, kSetPS15); Actor_Set_At_XYZ(kActorSergeantWalls, -265.4f, -113.43f, -31.29f, 623); } void SceneScriptPS15::SceneLoaded() { Obstacle_Object("E.ARCH", true); if (Global_Variable_Query(kVariableChapter) == 2) { Item_Add_To_World(kItemWeaponsCrate, kModelAnimationWeaponsCrate, 101, -208.0f, -113.43f, 30.28f, 750, 16, 12, false, true, false, true); } } bool SceneScriptPS15::MouseClick(int x, int y) { return false; } bool SceneScriptPS15::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptPS15::ClickedOnActor(int actorId) { if (actorId == kActorSergeantWalls) { if ((Actor_Clue_Query(kActorMcCoy, kClueWeaponsOrderForm) || Actor_Clue_Query(kActorMcCoy, kCluePoliceIssueWeapons) ) && !Actor_Clue_Query(kActorMcCoy, kClueShippingForm) ) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -256.0f, -113.43f, 43.51f, 0, true, false, false)) { Actor_Face_Actor(kActorMcCoy, kActorSergeantWalls, true); Actor_Face_Actor(kActorSergeantWalls, kActorMcCoy, true); Actor_Says(kActorMcCoy, 4470, 17); Actor_Says(kActorSergeantWalls, 130, 12); Actor_Says(kActorMcCoy, 4475, 18); Actor_Says(kActorMcCoy, 4480, 13); Actor_Says(kActorSergeantWalls, 140, 16); Item_Pickup_Spin_Effect(kModelAnimationWeaponsOrderForm, 211, 239); Actor_Says(kActorSergeantWalls, 150, 14); Actor_Clue_Acquire(kActorMcCoy, kClueShippingForm, true, kActorSergeantWalls); if (!Game_Flag_Query(kFlagPS04WeaponsOrderForm)) { Item_Remove_From_World(kItemWeaponsOrderForm); } } } else { Actor_Face_Actor(kActorMcCoy, kActorSergeantWalls, true); Actor_Says(kActorMcCoy, 8600, 15); Actor_Says(kActorSergeantWalls, 190, 12); } return true; } return false; } bool SceneScriptPS15::ClickedOnItem(int itemId, bool a2) { if (itemId == kItemWeaponsCrate) { if (Actor_Clue_Query(kActorMcCoy, kClueWeaponsOrderForm) && Actor_Clue_Query(kActorMcCoy, kCluePoliceIssueWeapons) ) { Actor_Says(kActorMcCoy, 8570, 14); } else { Actor_Face_Actor(kActorMcCoy, kActorSergeantWalls, true); Actor_Face_Actor(kActorSergeantWalls, kActorMcCoy, true); Actor_Says(kActorMcCoy, 4485, 17); Actor_Says(kActorSergeantWalls, 160, 14); Actor_Says(kActorMcCoy, 4490, 12); Actor_Says(kActorSergeantWalls, 170, 13); #if BLADERUNNER_ORIGINAL_BUGS Actor_Clue_Acquire(kActorMcCoy, kClueWeaponsOrderForm, true, kActorMcCoy); // A bug? Shouldn't the last argument be -1 or kActorSergeantWalls here? Actor_Clue_Acquire(kActorMcCoy, kCluePoliceIssueWeapons, true, kActorMcCoy); // A bug? Shouldn't the last argument be -1 or kActorSergeantWalls here? #else Actor_Clue_Acquire(kActorMcCoy, kClueWeaponsOrderForm, true, kActorSergeantWalls); Actor_Clue_Acquire(kActorMcCoy, kCluePoliceIssueWeapons, true, kActorSergeantWalls); #endif // BLADERUNNER_ORIGINAL_BUGS } return true; } return false; } bool SceneScriptPS15::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -360.0f, -113.43f, 50.0f, 0, true, false, false)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagPS15toPS05); Set_Enter(kSetPS05, kScenePS05); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -183.58f, -113.43f, 91.7f, 0, true, false, false)) { Actor_Says(kActorMcCoy, 4440, 18); Actor_Says(kActorSergeantWalls, 150, 17); #if BLADERUNNER_ORIGINAL_BUGS // Sometimes the scene transition code (or the Ambient_Sounds_Remove_All_Non_Looping_Sounds) // would stop this from playing (rare occasions) // Solution: moved into PS10 code Sound_Play(kSfxLABBUZZ1, 90, 0, 0, 50); #endif // BLADERUNNER_ORIGINAL_BUGS Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Set_Enter(kSetPS10_PS11_PS12_PS13, kScenePS10); } return true; } return false; } bool SceneScriptPS15::ClickedOn2DRegion(int region) { return false; } void SceneScriptPS15::SceneFrameAdvanced(int frame) { } void SceneScriptPS15::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptPS15::PlayerWalkedIn() { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -326.93f, -113.43f, 101.42f, 0, false, false, false); if (!Game_Flag_Query(kFlagPS15Entered)) { Actor_Face_Actor(kActorMcCoy, kActorSergeantWalls, true); Actor_Face_Actor(kActorSergeantWalls, kActorMcCoy, true); Actor_Says(kActorSergeantWalls, 0, 12); Actor_Says(kActorMcCoy, 4445, 18); Actor_Says(kActorSergeantWalls, 10, 12); Actor_Says(kActorMcCoy, 4450, 18); if (_vm->_cutContent && !Game_Flag_Query(kFlagSergeantWallsMazeInstructions)) { // TODO: These instructions don't make much sense... Is it better to not restore this at all? // Could there have been a system with a bell-tone that was removed from the original version? Game_Flag_Set(kFlagSergeantWallsMazeInstructions); Actor_Says(kActorSergeantWalls, 20, 13); Actor_Says(kActorSergeantWalls, 30, 12); Actor_Says(kActorMcCoy, 4455, 12); Actor_Says(kActorSergeantWalls, 40, 12); Actor_Says(kActorSergeantWalls, 50, 12); } Actor_Says(kActorSergeantWalls, 60, 13); Actor_Says(kActorSergeantWalls, 70, 12); Actor_Says(kActorMcCoy, 4460, 15); Actor_Says(kActorSergeantWalls, 80, 13); Actor_Says(kActorMcCoy, 4465, 16); Actor_Says(kActorSergeantWalls, 90, 13); Actor_Says(kActorSergeantWalls, 100, 14); Actor_Says(kActorSergeantWalls, 110, 15); Actor_Says(kActorSergeantWalls, 120, 15); Actor_Says(kActorMcCoy, 4555, 14); Game_Flag_Set(kFlagPS15Entered); //return true; return; } else { //return false; return; } } void SceneScriptPS15::PlayerWalkedOut() { } void SceneScriptPS15::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner