/* 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/script.h" namespace BladeRunner { void ScriptTB05::InitializeScene() { if (Game_Flag_Query(98)) { Setup_Scene_Information(23.0f, 151.53f, -205.0f, 450); Game_Flag_Set(102); Game_Flag_Reset(98); } else { Setup_Scene_Information(14.0f, 151.53f, -77.0f, 6); } Scene_Exit_Add_2D_Exit(0, 62, 193, 206, 419, 0); Scene_Exit_Add_2D_Exit(1, 0, 455, 639, 479, 2); Ambient_Sounds_Add_Looping_Sound(236, 100, 0, 1); Ambient_Sounds_Add_Looping_Sound(237, 100, 0, 1); Ambient_Sounds_Add_Sound(217, 5, 30, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(218, 5, 30, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(219, 5, 30, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(220, 5, 30, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(146, 2, 30, 20, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(147, 2, 30, 20, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(148, 2, 30, 20, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(149, 2, 30, 20, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(151, 2, 30, 20, 25, 0, 0, -101, -101, 0, 0); Scene_Loop_Set_Default(0); } void ScriptTB05::SceneLoaded() { Clickable_Object("MONITOR05"); Unclickable_Object("SMUDGE_GLASS01"); if (!Actor_Clue_Query(0, 44)) { Item_Add_To_World(76, 940, 72, 76.160004f, 147.36f, -235.14999f, 0, 6, 6, false, true, false, true); } if (!Actor_Clue_Query(0, 54) && !Actor_Clue_Query(0, 55) && (Game_Flag_Query(45) || Game_Flag_Query(46))) { Item_Add_To_World(119, 972, 72, 129.00999f, 147.12f, -162.98f, 0, 8, 8, false, true, false, true); } } bool ScriptTB05::MouseClick(int x, int y) { return false; } bool ScriptTB05::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("MONITOR05", objectName) && !Loop_Actor_Walk_To_XYZ(0, 122.54f, 147.12f, -197.17f, 0, 1, false, 0)) { Actor_Face_Heading(0, 38, false); if (!Actor_Clue_Query(0, 152) && !Game_Flag_Query(99)) { Actor_Clue_Acquire(0, 51, 1, -1); Actor_Voice_Over(2170, 99); Actor_Voice_Over(2180, 99); Actor_Voice_Over(2190, 99); Actor_Voice_Over(2200, 99); Game_Flag_Set(99); return true; } if (Game_Flag_Query(99) && !Game_Flag_Query(100) && !Actor_Clue_Query(0, 152)) { if (Actor_Clue_Query(0, 65) || Actor_Clue_Query(0, 262)) { Actor_Clue_Acquire(0, 152, 1, -1); Actor_Voice_Over(2230, 99); Item_Pickup_Spin_Effect(941, 352, 333); Actor_Voice_Over(2240, 99); Actor_Voice_Over(2250, 99); Actor_Voice_Over(2260, 99); Game_Flag_Set(100); Game_Flag_Set(101); } else { Actor_Voice_Over(2270, 99); Game_Flag_Set(100); } return true; } if (Game_Flag_Query(100) && !Game_Flag_Query(101)) { if (Actor_Clue_Query(0, 65) || Actor_Clue_Query(0, 262)) { Actor_Clue_Acquire(0, 152, 1, -1); Actor_Voice_Over(2230, 99); Item_Pickup_Spin_Effect(941, 352, 333); Actor_Voice_Over(2240, 99); Actor_Voice_Over(2250, 99); Actor_Voice_Over(2260, 99); Game_Flag_Set(101); } else { Actor_Voice_Over(2280, 99); Actor_Voice_Over(2290, 99); Game_Flag_Set(101); } return true; } if (Game_Flag_Query(101)) { Actor_Voice_Over(3700, 99); return true; } return false; } return false; } bool ScriptTB05::ClickedOnActor(int actorId) { return false; } bool ScriptTB05::ClickedOnItem(int itemId, bool a2) { if (itemId == 76 && !Loop_Actor_Walk_To_XYZ(0, 54.0f, 147.12f, -209.0f, 0, 1, false, 0)) { Actor_Face_Heading(0, 126, false); Item_Remove_From_World(76); Item_Pickup_Spin_Effect(940, 295, 408); Actor_Voice_Over(2140, 99); Actor_Voice_Over(2150, 99); Actor_Voice_Over(2160, 99); Actor_Clue_Acquire(0, 44, 1, -1); return true; } if (itemId == 119 && !Loop_Actor_Walk_To_XYZ(0, 107.89f, 147.12f, -156.26f, 0, 1, false, 0)) { Actor_Face_Heading(0, 126, false); Item_Remove_From_World(119); Item_Pickup_Spin_Effect(972, 449, 431); Actor_Voice_Over(4280, 99); if (Game_Flag_Query(45)) { Actor_Voice_Over(4290, 99); Actor_Clue_Acquire(0, 54, 1, -1); } else { Actor_Voice_Over(4300, 99); Actor_Clue_Acquire(0, 55, 1, -1); } } return false; } bool ScriptTB05::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, 23.0f, 151.53f, -205.0f, 12, 1, false, 0)) { Game_Flag_Set(97); Set_Enter(73, 85); Scene_Loop_Start_Special(1, 2, 1); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(0, 14.0f, 147.12f, 123.0f, 0, 1, false, 0)) { Game_Flag_Set(95); Set_Enter(17, 82); } return true; } return false; } bool ScriptTB05::ClickedOn2DRegion(int region) { return false; } void ScriptTB05::SceneFrameAdvanced(int frame) { if (frame == 61) { Sound_Play(150, Random_Query(52, 52), 0, 0, 50); } if (frame == 63) { Sound_Play(283, Random_Query(55, 55), 0, 0, 50); } //return true; } void ScriptTB05::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptTB05::PlayerWalkedIn() { } void ScriptTB05::PlayerWalkedOut() { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); } void ScriptTB05::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner