/* 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 ScriptUG18::InitializeScene() { Setup_Scene_Information(-684.71f, 0.0f, 171.59f, 0); Game_Flag_Reset(434); Scene_Exit_Add_2D_Exit(0, 0, 158, 100, 340, 3); 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(292, 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(294, 2, 20, 25, 33, -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(368, 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(295, 2, 20, 25, 25, -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(305, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(1, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(57, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(58, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(306, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(307, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(308, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(196, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(197, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(198, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(199, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0); Scene_Loop_Set_Default(4); if (Game_Flag_Query(670) && !Game_Flag_Query(671) && Global_Variable_Query(1) == 4) { Actor_Set_Goal_Number(4, 300); Actor_Set_Goal_Number(5, 300); Actor_Set_Goal_Number(8, 300); } } void ScriptUG18::SceneLoaded() { Obstacle_Object("MACHINE_01", true); Unobstacle_Object("PLATFM_RAIL 01", true); Unobstacle_Object("PLATFM_RAIL 02", true); Unobstacle_Object("OBSTACLE1", true); Clickable_Object("MACHINE_01"); Unclickable_Object("MACHINE_01"); if (Game_Flag_Query(671)) { Actor_Put_In_Set(4, 99); Actor_Set_At_Waypoint(4, 41, 0); if (Actor_Query_Which_Set_In(8) == 89) { Actor_Put_In_Set(8, 91); Actor_Set_At_Waypoint(8, 33, 0); } } if (Game_Flag_Query(670) && !Game_Flag_Query(671) && Global_Variable_Query(1) == 4) { Item_Add_To_World(91, 987, 89, -55.21f, 0.0f, -302.17f, 0, 12, 12, false, true, false, true); } } bool ScriptUG18::MouseClick(int x, int y) { return false; } bool ScriptUG18::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptUG18::ClickedOnActor(int actorId) { return false; } bool ScriptUG18::ClickedOnItem(int itemId, bool a2) { if (itemId == 91) { if (a2) { Item_Remove_From_World(91); } else if (!Loop_Actor_Walk_To_Item(0, 91, 12, 1, false)) { Item_Pickup_Spin_Effect(987, 368, 243); Item_Remove_From_World(itemId); Game_Flag_Set(703); Actor_Clue_Acquire(0, 32, 1, 4); } } return false; } bool ScriptUG18::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, -684.712f, 0.0f, 171.59f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(435); Set_Enter(85, 97); } return true; } return false; } bool ScriptUG18::ClickedOn2DRegion(int region) { return false; } void ScriptUG18::SceneFrameAdvanced(int frame) { } void ScriptUG18::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { if (actorId == 4) { if (newGoal == 303) { Game_Flag_Set(607); ADQ_Flush(); Actor_Modify_Friendliness_To_Other(5, 0, 7); Actor_Modify_Friendliness_To_Other(8, 0, 10); Player_Loses_Control(); Actor_Face_Actor(4, 0, true); ADQ_Add(4, 1220, 58); Scene_Exits_Enable(); Actor_Set_Goal_Number(4, 305); } else if (newGoal == 304) { ADQ_Flush(); Actor_Modify_Friendliness_To_Other(5, 0, 7); Actor_Modify_Friendliness_To_Other(8, 0, 10); Player_Loses_Control(); Actor_Face_Actor(4, 0, true); ADQ_Add(4, 1220, 58); Scene_Exits_Enable(); Actor_Set_Goal_Number(4, 306); } } else if (actorId == 8) { if (newGoal == 302) { if (Actor_Query_Friendliness_To_Other(5, 0) > 55 && Game_Flag_Query(607)) { sub_403588(); } else { Actor_Set_Goal_Number(8, 307); Actor_Set_Goal_Number(5, 310); } } else if (newGoal == 304) { Actor_Modify_Friendliness_To_Other(5, 0, -3); ADQ_Add(8, 380, -1); Actor_Set_Goal_Number(8, 306); } else if (newGoal == 305) { Actor_Change_Animation_Mode(8, 6); Sound_Play(12, 100, 0, 0, 50); Actor_Force_Stop_Walking(0); Actor_Change_Animation_Mode(0, 48); Player_Loses_Control(); Actor_Retired_Here(0, 6, 6, 1, 8); } } } void ScriptUG18::PlayerWalkedIn() { Loop_Actor_Walk_To_XYZ(0, -488.71f, 0.0f, 123.59f, 0, 0, false, 0); if (Game_Flag_Query(670) && !Game_Flag_Query(671) && Actor_Query_Is_In_Current_Set(4)) { Scene_Exits_Disable(); sub_402734(); sub_403278(); Game_Flag_Set(671); } } void ScriptUG18::PlayerWalkedOut() { } void ScriptUG18::DialogueQueueFlushed(int a1) { int v0 = Actor_Query_Goal_Number(4); if (v0 == 301) { Actor_Set_Goal_Number(4, 302); Actor_Change_Animation_Mode(8, 6); Sound_Play(14, 100, 0, 0, 50); Actor_Change_Animation_Mode(4, 22); ADQ_Add(5, 630, 13); Actor_Set_Goal_Number(5, 301); } else if (v0 == 305) { Actor_Change_Animation_Mode(0, 6); Sound_Play(13, 100, 0, 0, 50); Actor_Change_Animation_Mode(4, 22); Delay(900); Actor_Change_Animation_Mode(0, 6); Sound_Play(14, 100, 0, 0, 50); Actor_Change_Animation_Mode(4, 22); Delay(1100); Actor_Change_Animation_Mode(0, 6); Sound_Play(12, 100, 0, 0, 50); Actor_Change_Animation_Mode(4, 22); Delay(900); Actor_Change_Animation_Mode(0, 6); Sound_Play(14, 100, 0, 0, 50); Actor_Change_Animation_Mode(4, 61); Overlay_Play("UG18over", 1, 0, 1, 0); Actor_Set_Goal_Number(4, 307); Player_Gains_Control(); ADQ_Add_Pause(2000); ADQ_Add(8, 360, -1); ADQ_Add_Pause(2000); ADQ_Add(5, 650, 14); ADQ_Add(8, 370, 14); ADQ_Add(5, 1320, 14); Actor_Set_Goal_Number(5, 303); } else if (v0 == 306) { Actor_Change_Animation_Mode(4, 6); Sound_Play(13, 100, 0, 0, 50); Actor_Force_Stop_Walking(0); Actor_Change_Animation_Mode(0, 48); Player_Loses_Control(); Actor_Retired_Here(0, 6, 6, 1, 4); Actor_Set_Goal_Number(4, 307); } int v1 = Actor_Query_Goal_Number(5); if (v1 == 301) { Actor_Change_Animation_Mode(8, 6); Sound_Play(14, 100, 0, 0, 50); Actor_Change_Animation_Mode(4, 22); ADQ_Add(5, 640, 13); ADQ_Add(4, 1210, 13); Actor_Set_Goal_Number(5, 302); } else if (v1 == 302) { Actor_Change_Animation_Mode(8, 6); Sound_Play(14, 100, 0, 0, 50); Actor_Change_Animation_Mode(4, 61); ADQ_Add_Pause(2000); ADQ_Add(5, 650, 14); ADQ_Add(8, 370, 14); ADQ_Add(5, 1320, 14); Actor_Set_Goal_Number(4, 390); Actor_Retired_Here(4, 72, 32, 1, 8); Actor_Set_Goal_Number(5, 303); Scene_Exits_Enable(); } else if (v1 == 303) { Actor_Set_Goal_Number(8, 301); } if (Actor_Query_Goal_Number(8) == 306) { Actor_Change_Animation_Mode(8, 48); Actor_Set_Goal_Number(8, 307); Actor_Set_Goal_Number(5, 310); } } void ScriptUG18::sub_402734() { Actor_Face_Actor(0, 4, true); Actor_Says(0, 5860, 9); Delay(500); Actor_Face_Actor(4, 0, true); Delay(500); Actor_Says(4, 790, 3); Actor_Says(0, 5865, 12); Actor_Says(4, 800, 3); Loop_Actor_Walk_To_XYZ(0, -357.13f, 0.0f, -44.47f, 0, 0, false, 0); Actor_Face_Actor(0, 4, true); Actor_Says(0, 5870, 14); Actor_Face_Actor(4, 0, true); Actor_Start_Speech_Sample(4, 810); Loop_Actor_Walk_To_XYZ(4, -57.21f, 0.0f, -334.17f, 0, 0, false, 0); Actor_Says(0, 5875, 13); Actor_Says(4, 830, 3); Actor_Says(4, 840, 12); Actor_Says(4, 850, 14); Actor_Says(4, 860, 13); Actor_Says(0, 5880, 15); Actor_Says(0, 5885, 9); Actor_Says(0, 5890, 13); Actor_Says(4, 870, 15); Loop_Actor_Walk_To_XYZ(0, -205.13f, 0.0f, -184.47f, 0, 0, false, 0); Actor_Face_Actor(0, 4, true); Actor_Says(0, 5900, 15); Actor_Says(4, 880, 13); Actor_Says(0, 5905, 9); Actor_Says(0, 5910, 12); Actor_Says(0, 5915, 13); Actor_Says(4, 890, 16); Actor_Says(0, 5920, 14); Loop_Actor_Walk_To_XYZ(4, -57.21f, 0.0f, -334.17f, 0, 0, false, 0); Actor_Face_Actor(4, 0, true); Actor_Says(4, 900, 15); Actor_Says(4, 910, 12); Actor_Says(4, 920, 16); Actor_Says(0, 5925, 14); Actor_Says(4, 940, 14); Actor_Says(0, 5930, 18); Actor_Says(4, 950, 14); Actor_Says(4, 960, 13); Actor_Says(4, 970, 3); if (Game_Flag_Query(607)) { Actor_Modify_Friendliness_To_Other(5, 0, 3); Actor_Modify_Friendliness_To_Other(8, 0, 5); Loop_Actor_Walk_To_XYZ(0, -117.13f, 0.0f, -284.47f, 0, 0, false, 0); Actor_Face_Actor(0, 4, true); Actor_Says(0, 5960, 9); Actor_Says(0, 5965, 14); Actor_Says(4, 980, 15); Actor_Says(4, 990, 13); Actor_Says(0, 5970, 14); Actor_Says(4, 1000, 3); Actor_Says(0, 5975, 15); } else { sub_402DE8(); } } void ScriptUG18::sub_402DE8() { if (Player_Query_Agenda()) { if (Global_Variable_Query(45) > 1 || Player_Query_Agenda() == 2) { sub_403114(); } else { sub_402F8C(); } } else { Actor_Modify_Friendliness_To_Other(5, 0, -1); Actor_Modify_Friendliness_To_Other(8, 0, -1); Actor_Says(0, 5935, 14); Actor_Says(0, 5940, 18); Actor_Says(4, 1020, 13); Actor_Says(4, 1030, 14); } } void ScriptUG18::sub_402F8C() { Loop_Actor_Walk_To_XYZ(0, -117.13f, 0.0f, -284.47f, 0, 0, false, 0); Actor_Face_Actor(0, 4, true); Actor_Says(0, 5945, 12); Actor_Says(4, 1040, 15); Actor_Says(0, 5980, 15); Actor_Says(4, 1050, 12); Actor_Says(4, 1060, 13); Actor_Says(4, 1070, 14); Actor_Says(0, 5985, 18); Actor_Says(4, 1080, 3); Actor_Says(4, 1090, 14); Actor_Says(4, 1100, 13); } void ScriptUG18::sub_403114() { Actor_Modify_Friendliness_To_Other(5, 0, 20); Actor_Modify_Friendliness_To_Other(8, 0, 10); Loop_Actor_Walk_To_XYZ(0, -117.13f, 0.0f, -284.47f, 0, 0, false, 0); Actor_Face_Actor(0, 4, true); Actor_Says(0, 5950, 16); Actor_Says(0, 5955, 14); Actor_Says(4, 1110, 13); Actor_Says(4, 1120, 15); Actor_Says(0, 5990, 3); Actor_Says(4, 1130, 15); Actor_Says(4, 1140, 16); } void ScriptUG18::sub_403278() { ADQ_Flush(); Actor_Start_Speech_Sample(5, 590); Delay(500); Loop_Actor_Walk_To_XYZ(4, 126.79f, 0.0f, -362.17f, 0, 0, false, 0); Actor_Face_Heading(4, 729, false); Actor_Set_Goal_Number(4, 301); ADQ_Add(8, 350, 13); ADQ_Add_Pause(1500); ADQ_Add(4, 1150, 58); ADQ_Add(5, 600, 13); ADQ_Add_Pause(1000); ADQ_Add(4, 1160, 60); ADQ_Add_Pause(500); ADQ_Add(4, 1170, 59); ADQ_Add(4, 1180, 58); ADQ_Add(5, 610, 13); ADQ_Add(4, 1190, 60); ADQ_Add(5, 620, 13); ADQ_Add(4, 1200, 59); } void ScriptUG18::sub_403588() { Actor_Says(5, 660, 13); Actor_Says(0, 5995, 13); Actor_Says(5, 670, 13); Actor_Says(0, 6000, 13); Actor_Says_With_Pause(5, 680, 2.0f, 13); Actor_Says(5, 690, 13); Actor_Says(5, 700, 13); Actor_Set_Goal_Number(8, 310); Actor_Set_Goal_Number(5, 310); } } // End of namespace BladeRunner