/* 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 ScriptUG16::InitializeScene() { if (Game_Flag_Query(552)) { Setup_Scene_Information(-270.76f, -34.88f, -504.02f, 404); Game_Flag_Reset(552); } else if (Game_Flag_Query(152)) { Setup_Scene_Information(-322.0f, -34.0f, -404.0f, 345); Game_Flag_Reset(152); } else { Setup_Scene_Information(-318.0f, -34.0f, -216.0f, 340); Game_Flag_Reset(354); } Scene_Exit_Add_2D_Exit(0, 242, 169, 282, 262, 3); Scene_Exit_Add_2D_Exit(1, 375, 166, 407, 251, 3); Scene_Exit_Add_2D_Exit(2, 461, 148, 523, 248, 0); Ambient_Sounds_Add_Looping_Sound(516, 33, 81, 0); Ambient_Sounds_Add_Looping_Sound(332, 40, 0, 1); Ambient_Sounds_Add_Looping_Sound(333, 40, 0, 1); if (Game_Flag_Query(568)) { Scene_Loop_Set_Default(5); } else { Scene_Loop_Set_Default(0); } } void ScriptUG16::SceneLoaded() { Obstacle_Object("BED", true); Obstacle_Object("QUADPATCH07", true); Obstacle_Object("QUADPATCH05", true); Obstacle_Object("SCREEN 01", true); Obstacle_Object("BOX49", true); Obstacle_Object("CYLINDER07", true); Unobstacle_Object("SEAT 1", true); Unobstacle_Object("SEAT 2", true); Unclickable_Object("BED"); Unclickable_Object("QUADPATCH07"); Clickable_Object("QUADPATCH05"); Clickable_Object("SCREEN 01"); Unclickable_Object("BOX49"); Unclickable_Object("CYLINDER07"); Unobstacle_Object("BOX67", true); Footstep_Sounds_Set(0, 3); Footstep_Sounds_Set(1, 2); Footstep_Sounds_Set(2, 3); Footstep_Sounds_Set(6, 3); } bool ScriptUG16::MouseClick(int x, int y) { return false; } bool ScriptUG16::ClickedOn3DObject(const char *objectName, bool a2) { if (Object_Query_Click("QUADPATCH05", objectName) && !Loop_Actor_Walk_To_XYZ(0, 194.0f, -35.0f, 160.8f, 0, 1, false, 0)) { Actor_Face_Heading(0, 870, false); if (!Game_Flag_Query(597) && Game_Flag_Query(595)) { Game_Flag_Set(597); Delay(1000); Actor_Voice_Over(3480, 99); Actor_Change_Animation_Mode(0, 38); Sound_Play(339, 100, 0, 0, 50); Delay(1000); Item_Pickup_Spin_Effect(948, 460, 287); Actor_Voice_Over(2740, 99); Actor_Voice_Over(2750, 99); Actor_Voice_Over(2760, 99); Actor_Voice_Over(2770, 99); Actor_Clue_Acquire(0, 125, 1, -1); } else { Actor_Says(0, 8523, 12); Actor_Says(0, 8635, 12); } return true; } if (Object_Query_Click("SCREEN 01", objectName) && !Loop_Actor_Walk_To_XYZ(0, 194.0f, -35.0f, 160.8f, 0, 1, false, 0)) { Actor_Face_Heading(0, 870, false); if ((!Game_Flag_Query(595) && Actor_Query_Is_In_Current_Set(10)) || Actor_Clue_Query(0, 151) || Game_Flag_Query(568)) { Actor_Says(0, 8525, 12); Actor_Says(0, 8526, 12); return false; } Delay(2000); Actor_Face_Heading(0, 1016, false); Delay(2000); Actor_Says(0, 5725, 14); Delay(1000); Item_Pickup_Spin_Effect(941, 418, 305); Actor_Clue_Acquire(0, 151, 1, -1); return true; } return false; } bool ScriptUG16::ClickedOnActor(int actorId) { if (Actor_Query_Goal_Number(10) < 490) { sub_401D78(); return true; } return false; } bool ScriptUG16::ClickedOnItem(int itemId, bool a2) { return false; } bool ScriptUG16::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, -322.0f, -34.0f, -216.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(355); Set_Enter(87, 99); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(0, -322.0f, -34.0f, -404.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(153); Set_Enter(87, 99); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(0, -316.78f, -34.88f, -533.27f, 0, 1, false, 0)) { Actor_Face_Heading(0, 0, false); Loop_Actor_Travel_Stairs(0, 13, 1, 0); Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(551); Set_Enter(36, 30); } return true; } return false; } bool ScriptUG16::ClickedOn2DRegion(int region) { return false; } void ScriptUG16::SceneFrameAdvanced(int frame) { if (frame == 132) { Ambient_Sounds_Remove_Looping_Sound(516, true); } } void ScriptUG16::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptUG16::PlayerWalkedIn() { Game_Flag_Set(715); if (!Game_Flag_Query(595)) { Actor_Set_Goal_Number(10, 403); } if (!Game_Flag_Query(556) && Actor_Query_Is_In_Current_Set(10)) { Player_Loses_Control(); Loop_Actor_Walk_To_XYZ(0, 120.29f, -35.67f, 214.8f, 310, 0, false, 0); Actor_Face_Actor(0, 10, true); Actor_Says(10, 0, 6); Actor_Says(10, 30, 13); Actor_Change_Animation_Mode(10, 17); Actor_Says(13, 0, 17); Actor_Says(0, 5710, 14); Actor_Says(10, 40, 13); Actor_Says(10, 50, 15); Actor_Says(13, 20, 12); Actor_Says(10, 60, 23); Actor_Says(0, 5715, 14); Actor_Says(13, 30, 16); Actor_Says(10, 70, 6); Player_Gains_Control(); Game_Flag_Set(556); } } void ScriptUG16::PlayerWalkedOut() { if (!Game_Flag_Query(595)) { Actor_Set_Goal_Number(10, 401); //return true; } //return false; } void ScriptUG16::DialogueQueueFlushed(int a1) { } void ScriptUG16::sub_401D78() { Dialogue_Menu_Clear_List(); DM_Add_To_List_Never_Repeat_Once_Selected(1400, 5, 6, 2); DM_Add_To_List_Never_Repeat_Once_Selected(1410, 5, 4, 8); if (Game_Flag_Query(600) || Game_Flag_Query(601)) { DM_Add_To_List_Never_Repeat_Once_Selected(1420, 6, 4, 5); DM_Add_To_List_Never_Repeat_Once_Selected(1430, 6, 4, 5); DM_Add_To_List_Never_Repeat_Once_Selected(1440, 6, 4, 5); } if (Global_Variable_Query(49) > 1 && !Actor_Clue_Query(0, 125)) { DM_Add_To_List_Never_Repeat_Once_Selected(1450, 6, 4, 5); } if (Actor_Clue_Query(0, 76)) { DM_Add_To_List_Never_Repeat_Once_Selected(1460, 6, 4, 5); } if (Actor_Clue_Query(0, 147) && !Actor_Clue_Query(0, 125) && Game_Flag_Query(698)) { DM_Add_To_List_Never_Repeat_Once_Selected(1470, 6, 4, 5); } Dialogue_Menu_Add_DONE_To_List(1480); Dialogue_Menu_Appear(320, 240); int answer = Dialogue_Menu_Query_Input(); Dialogue_Menu_Disappear(); switch (answer) { case 1400: Actor_Says(0, 5730, 13); Actor_Face_Actor(0, 10, true); Actor_Says(10, 100, 18); Actor_Says(0, 5775, 13); Actor_Says(13, 70, 17); Actor_Says(10, 110, 16); Actor_Says(13, 80, 6); Actor_Says(0, 5780, 13); Actor_Says(10, 120, 16); Actor_Says(13, 120, 13); Actor_Says(0, 5785, 13); Actor_Says(10, 130, 6); Actor_Says(0, 5825, 13); Actor_Modify_Friendliness_To_Other(10, 0, -5); if (Game_Flag_Query(560)) { Actor_Says(10, 140, 13); Actor_Says(10, 150, 14); Actor_Says(10, 160, 13); Actor_Says(13, 140, 16); Actor_Says(0, 5790, 13); Actor_Says(10, 170, 14); Game_Flag_Set(600); Actor_Modify_Friendliness_To_Other(10, 0, 5); } else { Actor_Says(10, 180, 14); Actor_Says(0, 5795, 13); Actor_Says(13, 150, 17); Actor_Says(0, 5800, 13); Actor_Says(10, 190, 15); Game_Flag_Set(601); Actor_Modify_Friendliness_To_Other(10, 0, -10); } break; case 1410: Actor_Says(0, 5735, 13); Actor_Face_Actor(0, 10, true); Actor_Says(13, 160, 17); Actor_Says(10, 200, 14); break; case 1420: Actor_Says(0, 5740, 13); Actor_Face_Actor(0, 10, true); Actor_Says(13, 180, 15); Actor_Says(10, 220, 13); Actor_Says(13, 190, 17); Actor_Says(0, 5805, 13); Actor_Says(10, 230, 14); Actor_Says(10, 240, 13); Actor_Says(13, 200, 17); Actor_Says(10, 260, 13); Actor_Says(10, 270, 15); Actor_Says(13, 210, 14); Actor_Says(0, 5810, 13); Actor_Says(13, 220, 14); Actor_Says(13, 230, 17); Actor_Clue_Acquire(0, 136, 1, 10); break; case 1430: Actor_Says(0, 5745, 13); Actor_Face_Actor(0, 10, true); Actor_Says(13, 240, 15); Actor_Says(0, 5815, 13); Actor_Says(13, 250, 16); Actor_Says(10, 290, 15); Actor_Says(13, 260, 15); break; case 1440: Actor_Says(0, 5750, 13); Actor_Face_Actor(0, 10, true); Actor_Says(13, 280, 6); Actor_Says(10, 300, 14); Actor_Says(10, 310, 15); Actor_Modify_Friendliness_To_Other(10, 0, -5); break; case 1450: Actor_Says(0, 5755, 13); Actor_Face_Actor(0, 10, true); Actor_Says(13, 290, 17); Actor_Says(10, 320, 16); Actor_Says(0, 5820, 13); Actor_Says(13, 300, 17); Actor_Says(10, 330, 14); Actor_Says(0, 5825, 13); Actor_Says(10, 340, 13); Actor_Says(13, 310, 13); Actor_Says(10, 350, 13); Actor_Says(10, 360, 15); Actor_Says(0, 5830, 13); Actor_Says(13, 320, 16); Actor_Says(13, 330, 15); Game_Flag_Set(698); break; case 1460: Actor_Says(0, 5760, 13); Actor_Face_Actor(0, 10, true); Actor_Says(10, 370, 15); Actor_Says(13, 340, 14); Actor_Says(0, 5835, 13); Actor_Says(10, 380, 15); Actor_Says(13, 370, 6); Actor_Says(0, 5840, 13); Actor_Says(13, 380, 13); break; case 1470: Actor_Says(0, 5765, 13); Actor_Face_Actor(0, 10, true); Actor_Says(13, 400, 15); Actor_Says(0, 5845, 13); Actor_Says(10, 390, 23); Actor_Says(13, 410, 14); Actor_Says(13, 420, 17); Actor_Says(0, 5835, 13); Delay(1000); Item_Pickup_Spin_Effect(948, 239, 454); Actor_Voice_Over(2740, 99); Actor_Voice_Over(2750, 99); Actor_Voice_Over(2760, 99); Actor_Voice_Over(2770, 99); Actor_Says(0, 5850, 13); Actor_Says(10, 400, 15); Actor_Says(13, 430, 6); Actor_Says(0, 5855, 13); Actor_Says(10, 410, 14); Game_Flag_Set(597); Actor_Clue_Acquire(0, 125, 1, 10); break; case 1480: Actor_Says(0, 4595, 14); break; } } } // End of namespace BladeRunner