/* 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 ScriptTB06::InitializeScene() { Setup_Scene_Information(-16.0f, 149.0f, -466.0f, 990); Scene_Exit_Add_2D_Exit(0, 330, 195, 417, 334, 0); Ambient_Sounds_Add_Looping_Sound(236, 50, 0, 1); Ambient_Sounds_Add_Looping_Sound(237, 50, 0, 1); Ambient_Sounds_Add_Looping_Sound(285, 66, 0, 1); if (Game_Flag_Query(103)) { Scene_Loop_Set_Default(0); //return false; return; } else { Actor_Put_In_Set(21, 73); Actor_Set_At_XYZ(21, 135.0f, 151.0f, -671.0f, 800); Actor_Retired_Here(21, 60, 32, 1, -1); //return true; return; } } void ScriptTB06::SceneLoaded() { Obstacle_Object("DOOR", true); Unobstacle_Object("GLASS01", true); Clickable_Object("DOOR"); Unclickable_Object("SMUDGE_GLASS01"); if (!Game_Flag_Query(519) && Actor_Query_Goal_Number(37) != 199) { Item_Add_To_World(84, 942, 73, 36.54f, 149.48f, -565.67f, 0, 6, 6, false, true, false, true); } if (!Game_Flag_Query(520)) { Item_Add_To_World(108, 955, 73, 18.0f, 149.65f, -599.0f, 0, 6, 6, false, true, false, true); } if (Actor_Query_Goal_Number(37) != 199) { Item_Add_To_World(103, 978, 73, -46.82f, 149.6f, -666.88f, 0, 12, 12, false, true, false, true); Item_Add_To_World(104, 979, 73, -30.27f, 149.6f, -610.7f, 0, 15, 45, false, true, false, true); Item_Add_To_World(105, 980, 73, 9.87f, 149.6f, -683.5f, 0, 12, 12, false, true, false, true); } } bool ScriptTB06::MouseClick(int x, int y) { return false; } bool ScriptTB06::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptTB06::ClickedOnActor(int actorId) { if (actorId == 21 && !Loop_Actor_Walk_To_Actor(0, 21, 24, 1, false)) { if (Actor_Clue_Query(0, 49)) { Actor_Says(0, 8665, 13); return false; } Actor_Voice_Over(2300, 99); Actor_Voice_Over(2310, 99); Item_Pickup_Spin_Effect(974, 66, 397); Actor_Voice_Over(2320, 99); if (Game_Flag_Query(48)) { Actor_Voice_Over(2330, 99); Actor_Voice_Over(2340, 99); } Actor_Voice_Over(2350, 99); Actor_Clue_Acquire(0, 49, 1, -1); return true; } return false; } bool ScriptTB06::ClickedOnItem(int itemId, bool a2) { if (itemId == 84 && !Loop_Actor_Walk_To_Item(0, 84, 12, 1, false)) { Actor_Face_Item(0, 84, true); Actor_Clue_Acquire(0, 65, 1, -1); Item_Pickup_Spin_Effect(942, 341, 368); Item_Remove_From_World(84); Actor_Voice_Over(4160, 99); Game_Flag_Set(519); return true; } if (itemId == 108 && !Loop_Actor_Walk_To_Item(0, 108, 12, 1, false)) { Actor_Face_Item(0, 108, true); Actor_Clue_Acquire(0, 53, 1, -1); Item_Remove_From_World(108); Item_Pickup_Spin_Effect(955, 390, 368); Actor_Says(0, 8775, 3); Game_Flag_Set(520); return true; } if (itemId == 82 && !Loop_Actor_Walk_To_Item(0, 82, 12, 1, false)) { Actor_Face_Item(0, 82, true); Actor_Says(0, 5285, 3); return true; } if ((itemId == 103 || itemId == 104 || itemId == 105) && !Loop_Actor_Walk_To_Item(0, 103, 24, 1, false)) { Actor_Face_Item(0, 103, true); Actor_Voice_Over(2380, 99); Actor_Voice_Over(2390, 99); Actor_Voice_Over(2400, 99); return true; } return false; } bool ScriptTB06::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, -16.0f, 149.0f, -427.0f, 12, 1, false, 0)) { Game_Flag_Set(98); Set_Enter(72, 84); Scene_Loop_Start_Special(1, 2, 1); } return true; } return false; } bool ScriptTB06::ClickedOn2DRegion(int region) { return false; } void ScriptTB06::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 ScriptTB06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptTB06::PlayerWalkedIn() { if (!Game_Flag_Query(102) && !Game_Flag_Query(483)) { Actor_Face_Actor(0, 21, true); Actor_Says(0, 5290, 3); Loop_Actor_Walk_To_XYZ(0, -10.0f, 149.0f, -631.0f, 0, 0, false, 0); AI_Movement_Track_Pause(37); Actor_Face_Actor(0, 37, true); Actor_Face_Actor(37, 0, true); Actor_Says(37, 0, 3); Actor_Says(0, 5295, 3); Actor_Face_Actor(37, 21, true); Actor_Says(37, 10, 3); AI_Movement_Track_Unpause(37); Game_Flag_Set(483); //return true; return; } if (Game_Flag_Query(103)) { Item_Remove_From_World(84); Item_Remove_From_World(82); Item_Remove_From_World(98); //return true; return; } //return false; return; } void ScriptTB06::PlayerWalkedOut() { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); } void ScriptTB06::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner