/* 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.h" namespace BladeRunner { void SceneScriptUG10::InitializeScene() { if (Game_Flag_Query(336)) { Setup_Scene_Information(-92.0f, 81.33f, -652.0f, 520); } else if (Game_Flag_Query(423)) { Game_Flag_Reset(423); Setup_Scene_Information(-385.12f, 1.15f, 57.44f, 400); } else if (Game_Flag_Query(346)) { Setup_Scene_Information(2.5f, 1.15f, 405.0f, 200); } else { Setup_Scene_Information(235.0f, 1.15f, 29.0f, 0); } Scene_Exit_Add_2D_Exit(0, 589, 300, 639, 479, 1); Scene_Exit_Add_2D_Exit(1, 460, 70, 632, 171, 0); Scene_Exit_Add_2D_Exit(2, 38, 78, 83, 264, 3); Scene_Exit_Add_2D_Exit(3, 0, 0, 30, 479, 3); Scene_2D_Region_Add(0, 349, 311, 382, 364); Ambient_Sounds_Add_Looping_Sound(105, 71, 0, 1); Ambient_Sounds_Add_Looping_Sound(95, 45, 0, 1); Ambient_Sounds_Add_Looping_Sound(332, 76, 0, 1); Ambient_Sounds_Add_Sound(291, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(293, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(295, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(368, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(401, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(402, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(369, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(397, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(398, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(303, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(304, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(1, 5, 150, 47, 57, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(58, 5, 150, 17, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(230, 2, 20, 25, 32, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(233, 2, 20, 25, 32, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(235, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(394, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(224, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(228, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(229, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); if (Game_Flag_Query(474)) { Scene_Loop_Set_Default(4); } else { Scene_Loop_Set_Default(1); } } void SceneScriptUG10::SceneLoaded() { Obstacle_Object("SLUICEGATE_LEVER", true); if (Global_Variable_Query(1) == 4 && !Game_Flag_Query(474) && Game_Flag_Query(172) && !Game_Flag_Query(693)) { Scene_Loop_Set_Default(1); Scene_Loop_Start_Special(2, 6, 1); Game_Flag_Set(693); //return true; } //return false; } bool SceneScriptUG10::MouseClick(int x, int y) { return false; } bool SceneScriptUG10::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptUG10::ClickedOnActor(int actorId) { return false; } bool SceneScriptUG10::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptUG10::ClickedOnExit(int exitId) { float x, y, z; Actor_Query_XYZ(kActorMcCoy, &x, &y, &z); if (exitId == 0) { if ((!Game_Flag_Query(474) && x > 125.0f) || Game_Flag_Query(474)) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 235.0f, 1.15f, 29.0f, 0, 1, false, 0)) { Game_Flag_Set(317); Set_Enter(74, 86); return true; } } else if (!Game_Flag_Query(474)) { Actor_Says(kActorMcCoy, 8521, 3); } } else if (exitId == 1) { if ((!Game_Flag_Query(474) && x < 120.0f) || Game_Flag_Query(474)) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1.83f, 1.15f, -410.8f, 0, 1, false, 0)) { Actor_Face_Heading(kActorMcCoy, 0, false); Loop_Actor_Travel_Stairs(kActorMcCoy, 9, 1, 0); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -92.0f, 81.83f, -652.0f, 0, 0, false, 0); Game_Flag_Set(337); Set_Enter(76, 88); return true; } } else if (!Game_Flag_Query(474)) { Actor_Says(kActorMcCoy, 6165, 3); } } else if (exitId == 2) { if ((!Game_Flag_Query(474) && x < 120.0f) || Game_Flag_Query(474)) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -385.0f, 1.15f, 57.44f, 0, 1, false, 0)) { Actor_Face_Heading(kActorMcCoy, 1001, false); Loop_Actor_Travel_Ladder(kActorMcCoy, 1, 1, 0); Game_Flag_Set(424); Set_Enter(80, 92); return true; } } else if (!Game_Flag_Query(474)) { Actor_Says(kActorMcCoy, 6165, 3); } } else if (exitId == 3) { if ((!Game_Flag_Query(474) && x < 120.0f) || Game_Flag_Query(474)) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 2.5f, 1.15f, 405.0f, 0, 1, false, 0)) { Game_Flag_Set(347); Set_Enter(86, 98); return true; } } else if (!Game_Flag_Query(474)) { Actor_Says(kActorMcCoy, 6165, 3); } } return false; } bool SceneScriptUG10::ClickedOn2DRegion(int region) { float x, y, z; Actor_Query_XYZ(kActorMcCoy, &x, &y, &z); if (region == 0 && !Player_Query_Combat_Mode()) { if (x >= 120.0f) { Actor_Says(kActorMcCoy, 8525, 3); } else if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 4.98f, 0.38f, 83.15f, 0, 1, false, 0)) { if (Game_Flag_Query(474)) { Scene_Loop_Set_Default(1); Scene_Loop_Start_Special(2, 0, 0); Game_Flag_Reset(474); Obstacle_Object("BOX01 BRIDGE", true); Player_Loses_Control(); } else { Scene_Loop_Set_Default(4); Scene_Loop_Start_Special(2, 3, 0); Game_Flag_Set(474); Unobstacle_Object("BOX01 BRIDGE", true); Player_Loses_Control(); } } return true; } return false; } void SceneScriptUG10::SceneFrameAdvanced(int frame) { if (frame == 121) { Ambient_Sounds_Play_Sound(558, 90, 0, 0, 99); } if (frame == 127) { Ambient_Sounds_Play_Sound(353, 90, 0, 0, 99); } if (frame == 147) { Ambient_Sounds_Play_Sound(353, 90, 0, 0, 99); } if (frame == 1) { Ambient_Sounds_Play_Sound(558, 90, 0, 0, 99); } if (frame == 3) { Ambient_Sounds_Play_Sound(353, 90, 0, 0, 99); } if (frame == 23) { Ambient_Sounds_Play_Sound(353, 90, 0, 0, 99); } if (frame == 58 || frame == 179) { Player_Gains_Control(); } //return false; } void SceneScriptUG10::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptUG10::PlayerWalkedIn() { if (Game_Flag_Query(346)) { Game_Flag_Reset(346); Loop_Actor_Walk_To_XYZ(kActorMcCoy, 2.5f, 1.15f, 377.0f, 0, 0, false, 0); } else if (Game_Flag_Query(316)) { Game_Flag_Reset(316); Loop_Actor_Walk_To_XYZ(kActorMcCoy, 207.0f, 1.15f, 29.0f, 0, 0, false, 0); } else if (Game_Flag_Query(336)) { Game_Flag_Reset(336); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1.83f, 81.33f, -518.8f, 0, 0, false, 0); Actor_Face_Heading(kActorMcCoy, 506, false); Loop_Actor_Travel_Stairs(kActorMcCoy, 9, 0, 0); } if (Game_Flag_Query(474)) { Unobstacle_Object("BOX01 BRIDGE", true); } else { Obstacle_Object("BOX01 BRIDGE", true); } } void SceneScriptUG10::PlayerWalkedOut() { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); } void SceneScriptUG10::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner