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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 SceneScriptBB07::InitializeScene() {
if (Game_Flag_Query(kFlagBB12toBB07)) {
Setup_Scene_Information(-655.0f, 252.59f, -1136.0f, 323);
} else if (Game_Flag_Query(kFlagBB06toBB07)) {
Setup_Scene_Information(-551.0f, 252.59f, -1004.0f, 29);
Game_Flag_Reset(kFlagBB06toBB07);
} else {
Setup_Scene_Information(-652.0f, 252.59f, -1018.0f, 268);
}
Scene_Exit_Add_2D_Exit(0, 0, 16, 51, 426, 3);
Scene_Exit_Add_2D_Exit(1, 124, 101, 172, 305, 3);
Scene_Exit_Add_2D_Exit(2, 282, 408, 476, 479, 2);
Scene_2D_Region_Add(0, 308, 283, 354, 308);
Ambient_Sounds_Add_Looping_Sound(332, 44, 0, 1);
Ambient_Sounds_Add_Looping_Sound(331, 24, 0, 1);
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);
Overlay_Play("BB07OVER", 0, true, false, 0);
}
void SceneScriptBB07::SceneLoaded() {
Obstacle_Object("COUCH", true);
Unobstacle_Object("X2MAINWALLLEFT01", true);
Clickable_Object("PRINTER");
}
bool SceneScriptBB07::MouseClick(int x, int y) {
return false;
}
bool SceneScriptBB07::ClickedOn3DObject(const char *objectName, bool a2) {
if (Object_Query_Click("PRINTER", objectName)) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -472.63f, 252.59f, -1086.81f, 0, false, false, 0)) {
Actor_Face_Object(kActorMcCoy, "PRINTER", true);
if ( Game_Flag_Query(kFlagBB07ElectricityOn)
&& !Game_Flag_Query(kFlagBB07PrinterChecked)
) {
Actor_Voice_Over(130, kActorVoiceOver);
Item_Pickup_Spin_Effect(941, 439, 242);
Actor_Voice_Over(140, kActorVoiceOver);
Game_Flag_Set(kFlagBB07PrinterChecked);
Actor_Clue_Acquire(kActorMcCoy, kClueDNASebastian, true, -1);
} else if (Game_Flag_Query(kFlagBB07ElectricityOn)
&& Game_Flag_Query(kFlagBB07PrinterChecked)
) {
Actor_Face_Object(kActorMcCoy, "PRINTER", true);
Actor_Says(kActorMcCoy, 8570, 13);
} else {
Actor_Face_Object(kActorMcCoy, "PRINTER", true);
Actor_Says(kActorMcCoy, 8575, 13);
}
}
}
return false;
}
bool SceneScriptBB07::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptBB07::ClickedOnItem(int itemId, bool a2) {
if (itemId == 83) { // this item is never added to this set/scene
if (!Loop_Actor_Walk_To_Item(kActorMcCoy, 83, 36, true, false)) {
Actor_Face_Item(kActorMcCoy, 83, true);
if (Game_Flag_Query(kFlagBB07ElectricityOn)) {
Actor_Voice_Over(150, kActorVoiceOver);
Actor_Voice_Over(160, kActorVoiceOver);
Actor_Voice_Over(170, kActorVoiceOver);
}
}
}
return false;
}
bool SceneScriptBB07::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -615.0f, 252.59f, -1018.0f, 0, true, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Overlay_Remove("BB07OVER");
Game_Flag_Set(kFlagBB07toBB05);
Set_Enter(kSetBB05, kSceneBB05);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -619.0f, 252.59f, -1136.0f, 0, true, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Overlay_Remove("BB07OVER");
Game_Flag_Set(kFlagBB07toBB12);
Set_Enter(kSetBB12, kSceneBB12);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -551.0f, 252.59f, -1004.0f, 0, true, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Overlay_Remove("BB07OVER");
Game_Flag_Set(kFlagBB07toBB06);
Set_Enter(kSetBB06_BB07, kSceneBB06);
}
return true;
}
return false;
}
bool SceneScriptBB07::ClickedOn2DRegion(int region) {
if (region == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -568.63f, 252.59f, -1114.81f, 0, true, false, 0)) {
Actor_Face_Heading(kActorMcCoy, 229, false);
if (!Game_Flag_Query(kFlagBB07ElectricityOn)) {
Ambient_Sounds_Play_Sound(592, 40, 20, 20, 99);
Overlay_Play("BB07OVER", 1, false, true, 0);
Overlay_Play("BB07OVER", 2, true, false, 0);
Game_Flag_Set(kFlagBB07ElectricityOn);
if (!Game_Flag_Query(kFlagBB07PrinterChecked)) {
Actor_Says(kActorAnsweringMachine, 0, kAnimationModeTalk);
}
} else {
Actor_Says(kActorMcCoy, 8585, 15);
}
}
}
return false;
}
void SceneScriptBB07::SceneFrameAdvanced(int frame) {
}
void SceneScriptBB07::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptBB07::PlayerWalkedIn() {
if (Game_Flag_Query(kFlagBB05toBB07)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -594.0f, 252.59f, -1018.0f, 6, false, false, 0);
Game_Flag_Reset(kFlagBB05toBB07);
}
if (Game_Flag_Query(kFlagBB12toBB07)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -602.0f, 252.59f, -1124.0f, 6, false, false, 0);
Game_Flag_Reset(kFlagBB12toBB07);
}
}
void SceneScriptBB07::PlayerWalkedOut() {
}
void SceneScriptBB07::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner
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