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/* 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 ScriptBB08::InitializeScene() {
if (Game_Flag_Query(219)) {
Setup_Scene_Information(204.0f, 0.0f, 92.0f, 875);
} else {
Setup_Scene_Information(247.0f, 0.0f, 27.0f, 790);
}
Scene_Exit_Add_2D_Exit(0, 307, 0, 361, 238, 0);
Scene_Exit_Add_2D_Exit(1, 117, 38, 214, 245, 0);
Ambient_Sounds_Add_Looping_Sound(105, 44, 0, 1);
Ambient_Sounds_Add_Sound(291, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(292, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(293, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(294, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(295, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(443, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(444, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(445, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(446, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(303, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(304, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(305, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(306, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(307, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(308, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(309, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(310, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
if (!Game_Flag_Query(496)) {
Overlay_Play("BB08OVER", 0, 0, 0, 0);
Game_Flag_Set(496);
}
}
void ScriptBB08::SceneLoaded() {
Obstacle_Object("BATHTUB", true);
Unobstacle_Object("DOORWAY", true);
Unclickable_Object("BATHTUB");
}
bool ScriptBB08::MouseClick(int x, int y) {
return false;
}
bool ScriptBB08::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool ScriptBB08::ClickedOnActor(int actorId) {
return false;
}
bool ScriptBB08::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool ScriptBB08::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, 204.0f, 0.1f, 94.0f, 0, 1, false, 0)) {
Actor_Face_Heading(0, 256, false);
Footstep_Sound_Override_On(2);
Loop_Actor_Travel_Ladder(0, 8, 1, 0);
Footstep_Sound_Override_Off();
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(218);
Set_Enter(24, 10);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(0, 247.0f, 0.1f, 27.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(506);
Set_Enter(102, 120);
}
return true;
}
return false;
}
bool ScriptBB08::ClickedOn2DRegion(int region) {
return false;
}
void ScriptBB08::SceneFrameAdvanced(int frame) {
}
void ScriptBB08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void ScriptBB08::PlayerWalkedIn() {
if (Game_Flag_Query(219)) {
Actor_Set_At_XYZ(0, 204.0f, 96.1f, 94.0f, 256);
Footstep_Sound_Override_On(2);
Loop_Actor_Travel_Ladder(0, 8, 0, 0);
Footstep_Sound_Override_Off();
Actor_Face_Heading(0, 768, false);
Game_Flag_Reset(219);
} else {
Loop_Actor_Walk_To_XYZ(0, 188.0f, 0.1f, 28.0f, 0, 0, false, 0);
}
}
void ScriptBB08::PlayerWalkedOut() {
}
void ScriptBB08::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner
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