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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 {
// Bug in the game, item 77 (android control box) is showing up here...
void SceneScriptBB04::InitializeScene() {
if (Game_Flag_Query(kFlagBB03toBB04)) {
Setup_Scene_Information(-107.0f, -26.6f, 397.0f, 29);
Game_Flag_Reset(kFlagBB03toBB04);
} else {
Setup_Scene_Information( -15.0f, -25.17f, 45.0f, 691);
}
Scene_Exit_Add_2D_Exit(0, 218, 102, 360, 254, 1);
Scene_Exit_Add_2D_Exit(1, 0, 334, 639, 479, 2);
Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 20, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 40, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 44, -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 SceneScriptBB04::SceneLoaded() {
Obstacle_Object("DH TRASH", true);
}
bool SceneScriptBB04::MouseClick(int x, int y) {
return false;
}
bool SceneScriptBB04::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptBB04::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptBB04::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptBB04::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -92.0f, -26.6f, 45.0f, 0, true, false, false)) {
Player_Loses_Control();
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -15.0f, -25.17f, 45.0f, 0, false, false, false);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagBB04toBB02);
Game_Flag_Set(kFlagBB02ElevatorDown);
Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB02);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -107.0f, -26.6f, 397.0f, 0, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagBB04toBB03);
Set_Enter(kSetBB03, kSceneBB03);
}
return true;
}
return false;
}
bool SceneScriptBB04::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptBB04::SceneFrameAdvanced(int frame) {
}
void SceneScriptBB04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptBB04::PlayerWalkedIn() {
if (Game_Flag_Query(kFlagBB02toBB04)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -92.0f, -26.6f, 45.0f, 0, false, false, false);
Player_Gains_Control();
Game_Flag_Reset(kFlagBB02toBB04);
}
}
void SceneScriptBB04::PlayerWalkedOut() {
}
void SceneScriptBB04::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner
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