/* 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 ScriptTB07::InitializeScene() { Setup_Scene_Information(68.0f, 12.0f, 288.0f, 0); Scene_Exit_Add_2D_Exit(0, 383, 445, 639, 479, 2); Ambient_Sounds_Add_Looping_Sound(109, 20, 0, 1); Ambient_Sounds_Add_Sound(363, 2, 55, 14, 14, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(364, 2, 55, 14, 14, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(365, 2, 55, 14, 14, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(366, 2, 55, 14, 14, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(212, 1, 15, 20, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(213, 1, 15, 20, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(214, 1, 20, 20, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(215, 1, 15, 20, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(216, 1, 15, 20, 25, -100, 100, -101, -101, 0, 0); if (Global_Variable_Query(1) == 4 && !Actor_Clue_Query(0, 147)) { Item_Add_To_World(83, 941, 18, 9.7f, 48.7f, -174.22f, 0, 12, 12, false, true, false, true); } if (Game_Flag_Query(661)) { Scene_Loop_Set_Default(3); } else { Scene_Loop_Set_Default(0); } } void ScriptTB07::SceneLoaded() { Obstacle_Object("EAGLE01", true); Clickable_Object("EAGLE01"); } bool ScriptTB07::MouseClick(int x, int y) { return false; } bool ScriptTB07::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptTB07::ClickedOnActor(int actorId) { return false; } bool ScriptTB07::ClickedOnItem(int itemId, bool a2) { if (!Loop_Actor_Walk_To_Item(0, itemId, 36, 1, false)) { Actor_Face_Item(0, itemId, true); if (itemId == 83) { Item_Pickup_Spin_Effect(941, 331, 296); Actor_Clue_Acquire(0, 147, 0, -1); } Item_Remove_From_World(itemId); } return false; } bool ScriptTB07::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, 68.0f, 12.0f, 288.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); if (Global_Variable_Query(1) == 4) { Game_Flag_Set(608); Set_Enter(17, 82); } else { Game_Flag_Reset(176); Game_Flag_Reset(182); Game_Flag_Reset(179); Game_Flag_Reset(178); Game_Flag_Reset(258); Game_Flag_Reset(257); Game_Flag_Reset(261); Game_Flag_Reset(450); switch (Spinner_Interface_Choose_Dest(-1, 0)) { case 9: Game_Flag_Set(257); Game_Flag_Reset(307); Game_Flag_Set(256); Set_Enter(37, 34); break; case 8: Game_Flag_Set(181); Game_Flag_Reset(307); Game_Flag_Set(255); Set_Enter(54, 54); break; case 7: Game_Flag_Set(258); Game_Flag_Reset(307); Game_Flag_Set(254); Set_Enter(20, 2); break; case 6: Game_Flag_Set(177); Game_Flag_Reset(307); Game_Flag_Set(253); Set_Enter(7, 25); break; case 4: Game_Flag_Set(180); Game_Flag_Reset(307); Game_Flag_Set(252); Set_Enter(0, 0); break; case 3: Game_Flag_Set(176); Game_Flag_Reset(307); Game_Flag_Set(248); Set_Enter(4, 13); break; case 2: Game_Flag_Set(182); Game_Flag_Reset(307); Game_Flag_Set(249); Set_Enter(69, 78); break; case 1: Game_Flag_Set(179); Game_Flag_Reset(307); Game_Flag_Set(250); Set_Enter(49, 48); break; case 0: Game_Flag_Set(178); Game_Flag_Reset(307); Game_Flag_Set(251); Set_Enter(61, 65); break; default: Game_Flag_Set(261); Loop_Actor_Walk_To_XYZ(0, 44.0f, 12.0f, 176.0f, 0, 0, false, 0); break; } } } return true; } return false; } bool ScriptTB07::ClickedOn2DRegion(int region) { return false; } void ScriptTB07::SceneFrameAdvanced(int frame) { if (frame == 66) { Ambient_Sounds_Play_Sound(591, 20, 99, 0, 0); } //return false; } void ScriptTB07::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptTB07::PlayerWalkedIn() { int v0 = Global_Variable_Query(1); Loop_Actor_Walk_To_XYZ(0, 44.0f, 12.0f, 176.0f, 0, 0, false, 0); if ((v0 == 2 || v0 == 3) && !Game_Flag_Query(612)) { Player_Set_Combat_Mode(false); sub_401B0C(); } } void ScriptTB07::PlayerWalkedOut() { } void ScriptTB07::DialogueQueueFlushed(int a1) { } void ScriptTB07::sub_401B0C() { Game_Flag_Set(612); Delay(1500); Loop_Actor_Walk_To_XYZ(0, 44.98f, 12.0f, 49.79f, 0, 0, false, 0); Actor_Face_Heading(0, 178, true); Delay(3000); Actor_Put_In_Set(57, 18); Actor_Set_At_XYZ(57, -260.15f, 12.0f, -19.16f, 256); Actor_Change_Animation_Mode(57, 0); Outtake_Play(39, 1, -1); Loop_Actor_Walk_To_XYZ(57, -146.15f, 12.0f, -5.84f, 0, 0, false, 0); Actor_Face_Actor(57, 0, true); Actor_Says(57, 480, 14); Actor_Face_Actor(0, 57, true); Actor_Says(0, 5315, 9); Actor_Says(57, 490, 3); Actor_Face_Heading(0, 178, true); Actor_Says(0, 5320, 15); Actor_Says_With_Pause(0, 5325, 1.0f, 19); Actor_Start_Speech_Sample(57, 500); Loop_Actor_Walk_To_XYZ(57, -60.15f, 12.0f, 60.84f, 0, 0, false, 0); Actor_Face_Actor(57, 0, true); Actor_Face_Actor(0, 57, true); Actor_Says(0, 5330, 14); Actor_Says(57, 510, 12); Actor_Says(0, 5335, 16); Actor_Says(57, 520, 17); Actor_Says(0, 5340, 3); Actor_Start_Speech_Sample(57, 530); Loop_Actor_Walk_To_XYZ(57, -4.15f, 12.0f, 54.73f, 0, 0, false, 0); Actor_Says(57, 540, 16); Actor_Says(0, 5345, 18); Actor_Says(57, 550, 13); Actor_Says(57, 570, 18); Actor_Says_With_Pause(0, 5350, 0.0f, 18); Actor_Says(57, 580, 16); Actor_Says(0, 5355, 16); Actor_Says(57, 590, 17); Actor_Says(0, 5360, 17); Actor_Says(0, 5365, 13); Actor_Says_With_Pause(57, 600, 1.0f, 12); Actor_Says(0, 5370, 3); Loop_Actor_Walk_To_XYZ(57, -24.15f, 12.0f, -10.84f, 0, 0, false, 0); Actor_Says(57, 610, 13); Actor_Face_Actor(0, 57, true); Actor_Says(0, 5375, 18); Actor_Says(0, 5380, 19); Actor_Face_Actor(57, 0, true); Actor_Says(57, 620, 18); Actor_Says_With_Pause(0, 5385, 2.0f, 12); Actor_Says_With_Pause(0, 5390, 2.0f, 14); Actor_Says(0, 5395, 15); Actor_Says_With_Pause(57, 630, 0.0f, 14); Actor_Says(0, 5400, 18); Actor_Says(0, 5405, 3); Actor_Says(57, 640, 12); Actor_Says(0, 5410, 16); Actor_Says(57, 650, 15); Actor_Says_With_Pause(0, 5415, 1.0f, 17); Actor_Says(0, 5420, 14); Actor_Says(57, 660, 15); Actor_Put_In_Set(51, 18); Actor_Set_At_XYZ(51, 68.0f, 12.0f, 288.0f, 0); Actor_Change_Animation_Mode(51, 0); Scene_Loop_Set_Default(3); Scene_Loop_Start_Special(2, 2, 0); Actor_Start_Speech_Sample(51, 0); Loop_Actor_Walk_To_XYZ(51, 44.0f, 12.0f, 176.0f, 0, 0, false, 0); Actor_Face_Actor(51, 0, true); Actor_Face_Actor(0, 51, true); Actor_Face_Actor(57, 51, true); Actor_Says(51, 10, 12); Actor_Says(51, 20, 3); Actor_Says(51, 30, 12); Actor_Says(0, 5425, 18); Actor_Set_Goal_Number(57, 200); Actor_Says(51, 40, 15); Actor_Start_Speech_Sample(51, 50); Loop_Actor_Walk_To_XYZ(51, -10.0f, 12.0f, 100.0f, 0, 0, false, 0); Actor_Face_Actor(51, 0, true); Actor_Face_Actor(0, 51, true); Actor_Says(0, 5430, 17); Actor_Says(0, 5435, 16); Actor_Says(51, 60, 14); Actor_Face_Actor(0, 51, true); Actor_Says(0, 5440, 14); Actor_Says(51, 70, 13); Actor_Says(0, 5445, 15); Actor_Says_With_Pause(51, 80, 1.0f, 12); Actor_Says(51, 90, 15); Actor_Says_With_Pause(0, 5450, 1.0f, 15); Actor_Says(0, 5455, 12); Actor_Says(51, 100, 14); Actor_Clue_Acquire(0, 278, 0, 57); Actor_Clue_Acquire(0, 279, 0, 51); Loop_Actor_Walk_To_XYZ(51, -260.15f, 12.0f, -19.16f, 0, 0, false, 0); } } // End of namespace BladeRunner