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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 ScriptNR09::InitializeScene() {
if (Game_Flag_Query(476)) {
if (!Game_Flag_Query(640)) {
Ambient_Sounds_Adjust_Looping_Sound(452, 22, 100, 2);
}
Game_Flag_Reset(476);
Setup_Scene_Information(-556.07f, 0.35f, 399.04f, 440);
} else {
if (!Game_Flag_Query(640)) {
Ambient_Sounds_Add_Looping_Sound(452, 22, 100, 1);
}
Setup_Scene_Information(-704.07f, 0.35f, 663.04f, 0);
}
Scene_Exit_Add_2D_Exit(0, 400, 100, 440, 280, 1);
Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3);
Ambient_Sounds_Add_Looping_Sound(205, 22, 0, 1);
Ambient_Sounds_Add_Looping_Sound(71, 33, 0, 1);
Ambient_Sounds_Add_Sound(303, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(304, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(305, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(306, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(307, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(308, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
}
void ScriptNR09::SceneLoaded() {
Obstacle_Object("X2NEWSPAPER", true);
Unobstacle_Object("X2NEWSPAPER", true);
Unclickable_Object("X2NEWSPAPER");
}
bool ScriptNR09::MouseClick(int x, int y) {
return false;
}
bool ScriptNR09::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool ScriptNR09::ClickedOnActor(int actorId) {
return false;
}
bool ScriptNR09::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool ScriptNR09::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(0, -564.07f, 0.35f, 399.04f, 0, 1, false, 0)) {
Game_Flag_Set(475);
Set_Enter(59, 63);
return true;
}
}
if (exitId == 1) {
int v1 = Loop_Actor_Walk_To_XYZ(0, -704.07f, 0.35f, 663.04f, 0, 1, false, 0);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
if (!v1) {
Game_Flag_Set(615);
Set_Enter(13, 61);
return true;
}
}
return false;
}
bool ScriptNR09::ClickedOn2DRegion(int region) {
return false;
}
void ScriptNR09::SceneFrameAdvanced(int frame) {
if (!Music_Is_Playing()) {
sub_40172C();
}
}
void ScriptNR09::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void ScriptNR09::PlayerWalkedIn() {
if (Game_Flag_Query(614)) {
Loop_Actor_Walk_To_XYZ(0, -704.07001f, 0.35f, 623.04f, 0, 0, false, 0);
Game_Flag_Reset(614);
}
//return false;
}
void ScriptNR09::PlayerWalkedOut() {
if (Game_Flag_Query(475)) {
Music_Stop(2);
}
}
void ScriptNR09::DialogueQueueFlushed(int a1) {
}
void ScriptNR09::sub_40172C() {
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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