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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/scene_script.h"
namespace BladeRunner {
void SceneScriptBB03::InitializeScene() {
Setup_Scene_Information(20.0f, 60.16f, 0.0f, 0);
Game_Flag_Reset(kFlagBB02toBB03);
if (Game_Flag_Query(kFlagBB04toBB03)) {
Setup_Scene_Information(176.0f, 60.16f, 0.0f, 900);
}
if (Game_Flag_Query(kFlagBB05toBB03)) {
Setup_Scene_Information(204.0f, 60.16f, -164.0f, 740);
}
Scene_Exit_Add_2D_Exit(0, 589, 0, 639, 479, 1);
Scene_Exit_Add_2D_Exit(1, 167, 372, 439, 479, 2);
Scene_Exit_Add_2D_Exit(2, 451, 115, 547, 320, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 20, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 40, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 34, 100, 1);
Ambient_Sounds_Add_Sound(kSfxSCARY4, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCARY5, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCARY6, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSCARY7, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxHAUNT1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxHAUNT2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxPSDOOR1, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxPSDOOR2, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER2, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER3, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER4, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSWEEP2, 5, 80, 20, 20, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSWEEP3, 5, 80, 20, 20, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSWEEP4, 5, 80, 20, 20, -100, 100, -101, -101, 0, 0);
}
void SceneScriptBB03::SceneLoaded() {
Obstacle_Object("BACKWALL", true);
Unobstacle_Object("BOX08", true);
}
bool SceneScriptBB03::MouseClick(int x, int y) {
return false;
}
bool SceneScriptBB03::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptBB03::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptBB03::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptBB03::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 176.0f, 60.16f, -64.0f, 0, true, false, false)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 176.0f, 60.16f, 0.0f, 0, false, false, false);
Game_Flag_Set(kFlagBB03toBB04);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB04);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 20.0f, 60.16f, 0.0f, 0, true, false, false)) {
Game_Flag_Set(kFlagBB03toBB02);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB02);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 204.0f, 60.16f, -164.0f, 0, true, false, false)) {
if (Global_Variable_Query(kVariableChapter) < 4) {
if (Actor_Query_Goal_Number(kActorSebastian) == 200) {
Actor_Says(kActorSebastian, 70, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 7010, 13);
Actor_Says(kActorSebastian, 80, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 7015, 12);
Actor_Says(kActorSebastian, 90, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 7020, 14);
Actor_Says(kActorSebastian, 100, kAnimationModeTalk);
Actor_Says(kActorMcCoy, 7025, 15);
Actor_Says(kActorSebastian, 110, kAnimationModeTalk);
Actor_Set_Targetable(kActorBryant, false);
Actor_Set_Targetable(kActorGeneralDoll, false);
}
Game_Flag_Set(kFlagBB03toBB05);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Set_Enter(kSetBB05, kSceneBB05);
} else {
Actor_Says(kActorMcCoy, 8522, kAnimationModeTalk);
}
}
return true;
}
return false;
}
bool SceneScriptBB03::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptBB03::SceneFrameAdvanced(int frame) {
}
void SceneScriptBB03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptBB03::PlayerWalkedIn() {
if (Game_Flag_Query(kFlagBB05toBB03)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 164.0f, 60.16f, -164.0f, 0, false, false, false);
Game_Flag_Reset(kFlagBB05toBB03);
}
if (Game_Flag_Query(kFlagBB04toBB03)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 176.0f, 60.16f, -64.0f, 0, false, false, false);
Game_Flag_Reset(kFlagBB04toBB03);
}
}
void SceneScriptBB03::PlayerWalkedOut() {
}
void SceneScriptBB03::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner
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