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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 ScriptNR06::InitializeScene() {
sub_401BAC();
if (Game_Flag_Query(442)) {
Setup_Scene_Information(48.0f, -71.88f, -26.0f, 782);
} else {
Setup_Scene_Information(-36.0f, 0.37f, -373.0f, 592);
}
Scene_Exit_Add_2D_Exit(0, 533, 234, 592, 414, 1);
Scene_Exit_Add_2D_Exit(1, 238, 137, 337, 322, 0);
Ambient_Sounds_Add_Looping_Sound(111, 25, 0, 1);
Ambient_Sounds_Add_Sound(252, 3, 60, 8, 12, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(254, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(255, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(256, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(257, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(258, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(259, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(260, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(261, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(262, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(182, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(184, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(185, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(186, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(188, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(189, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(191, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(192, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(195, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0);
}
void ScriptNR06::SceneLoaded() {
Obstacle_Object("CHAIR01", true);
Unobstacle_Object("LOFT04", true);
Unobstacle_Object("LINE02", true);
Unobstacle_Object("WALL01", true);
Unclickable_Object("CHAIR01");
}
bool ScriptNR06::MouseClick(int x, int y) {
return false;
}
bool ScriptNR06::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool ScriptNR06::ClickedOnActor(int actorId) {
return false;
}
bool ScriptNR06::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool ScriptNR06::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, 48.0f, -71.88f, -26.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Game_Flag_Set(441);
Set_Enter(57, 60);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(0, -137.0f, -71.88f, -243.0f, 0, 1, false, 0)) {
Actor_Face_Heading(0, 95, false);
Loop_Actor_Travel_Stairs(0, 8, 1, 0);
Loop_Actor_Walk_To_XYZ(0, -36.0f, 0.37f, -373.0f, 0, 0, false, 0);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(439);
Set_Enter(13, 61);
}
return true;
}
return false;
}
bool ScriptNR06::ClickedOn2DRegion(int region) {
return false;
}
void ScriptNR06::SceneFrameAdvanced(int frame) {
if (!Music_Is_Playing()) {
sub_401BAC();
}
//return false;
}
void ScriptNR06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void ScriptNR06::PlayerWalkedIn() {
if (Game_Flag_Query(442)) {
Loop_Actor_Walk_To_XYZ(0, -3.0f, -71.88f, -26.0f, 0, 0, false, 0);
Game_Flag_Reset(442);
} else {
Loop_Actor_Walk_To_XYZ(0, -81.72f, 0.12f, -323.49f, 0, 0, false, 0);
Actor_Face_Heading(0, 600, false);
Loop_Actor_Travel_Stairs(0, 8, 0, 0);
Game_Flag_Reset(440);
}
//return false;
}
void ScriptNR06::PlayerWalkedOut() {
if (Game_Flag_Query(441)) {
Music_Stop(2);
}
}
void ScriptNR06::DialogueQueueFlushed(int a1) {
}
void ScriptNR06::sub_401BAC() {
if (Music_Is_Playing()) {
Music_Adjust(31, 80, 2);
} else {
int v0 = Global_Variable_Query(54);
if (v0 == 0) {
Music_Play(16, 61, -80, 2, -1, 0, 0);
} else if (v0 == 1) {
Music_Play(15, 41, -80, 2, -1, 0, 0);
} else if (v0 == 2) {
Music_Play(7, 41, -80, 2, -1, 0, 0);
}
v0++;
if (v0 > 2) {
v0 = 0;
}
Global_Variable_Set(54, v0);
}
}
} // End of namespace BladeRunner
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