/* 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 SceneScriptTB03::InitializeScene() { if (Game_Flag_Query(448)) { Setup_Scene_Information(-260.0f, 0.15f, 2014.0f, 276); } else { Setup_Scene_Information(-152.0f, 0.0f, 1890.0f, 500); } Scene_Exit_Add_2D_Exit(0, 25, 227, 81, 300, 0); Scene_Exit_Add_2D_Exit(1, 298, 0, 639, 305, 0); Ambient_Sounds_Add_Looping_Sound(211, 16, 0, 1); Ambient_Sounds_Add_Sound(212, 2, 15, 16, 20, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(213, 2, 15, 16, 20, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(214, 2, 20, 16, 20, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(215, 2, 15, 16, 20, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(216, 2, 15, 16, 20, 0, 0, -101, -101, 0, 0); if (Global_Variable_Query(kVariableChapter) <= 3) { Ambient_Sounds_Add_Looping_Sound(45, 25, 0, 1); Ambient_Sounds_Add_Sound(181, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(182, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(183, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(184, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(185, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(186, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(188, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(189, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(190, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(191, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(192, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(193, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(194, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(195, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); } Actor_Put_In_Set(kActorTyrellGuard, 17); Actor_Set_At_XYZ(kActorTyrellGuard, -38.53f, 2.93f, 1475.97f, 673); if (Global_Variable_Query(kVariableChapter) == 4) { int goal = Actor_Query_Goal_Number(kActorTyrellGuard); if (goal == 304) { Actor_Change_Animation_Mode(kActorTyrellGuard, 0); Actor_Set_Goal_Number(kActorOfficerGrayford, 399); } else if (goal != 302) { Actor_Set_Goal_Number(kActorTyrellGuard, 300); } } if (Game_Flag_Query(448)) { if (Game_Flag_Query(549)) { Scene_Loop_Set_Default(1); } else { Scene_Loop_Start_Special(0, 0, 0); Scene_Loop_Set_Default(1); Game_Flag_Set(549); } Game_Flag_Reset(448); } else { Scene_Loop_Start_Special(0, 0, 0); Scene_Loop_Set_Default(1); } } void SceneScriptTB03::SceneLoaded() { Obstacle_Object("SPHERE02", true); } bool SceneScriptTB03::MouseClick(int x, int y) { return false; } bool SceneScriptTB03::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptTB03::ClickedOnActor(int actorId) { return false; } bool SceneScriptTB03::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptTB03::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -260.0f, 0.15f, 2014.0f, 0, 1, false, 0)) { Actor_Set_Goal_Number(kActorTyrellGuard, 304); Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(447); Set_Enter(88, kSceneUG17); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -152.0f, 0.0f, 1774.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(155); Set_Enter(17, kSceneTB02); Async_Actor_Walk_To_XYZ(kActorMcCoy, -152.0f, 0.0f, 1702.0f, 0, false); } return true; } return false; } bool SceneScriptTB03::ClickedOn2DRegion(int region) { return false; } void SceneScriptTB03::SceneFrameAdvanced(int frame) { } void SceneScriptTB03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptTB03::PlayerWalkedIn() { if (Actor_Query_Goal_Number(kActorTyrellGuard) == 304) { Player_Set_Combat_Mode(false); Actor_Says(kActorOfficerGrayford, 260, -1); Actor_Says(kActorMcCoy, 170, 14); Delay(1000); Actor_Set_Goal_Number(kActorMcCoy, 500); } } void SceneScriptTB03::PlayerWalkedOut() { Music_Stop(2); } void SceneScriptTB03::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner