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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 SceneScriptBB09::InitializeScene() {
Setup_Scene_Information(111.2f, -8.96f, 134.65f, 0);
if (Game_Flag_Query(kFlagBB10toBB09)) {
Game_Flag_Reset(kFlagBB10toBB09);
Setup_Scene_Information(115.45f, -8.96f, 134.0f, 628);
} else if (Game_Flag_Query(kFlagBB08toBB09)) {
Game_Flag_Reset(kFlagBB08toBB09);
Setup_Scene_Information(107.45f, -9.14f, 166.0f, 244);
}
Scene_Exit_Add_2D_Exit(0, 224, 213, 286, 353, 1);
Scene_Exit_Add_2D_Exit(1, 75, 450, 480, 479, 2);
Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 20, 100, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 40, 0, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 50, 55, 1);
Ambient_Sounds_Add_Sound(kSfxRADIATR2, 5, 20, 20, 25, -100, -100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxRADIATR3, 5, 20, 20, 25, -100, -100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxRADIATR4, 5, 20, 20, 25, -100, -100, -101, -101, 0, 0);
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);
Actor_Set_Targetable(kActorSadik, true); // Don't kill Sadik yet, game cannot continue. This is an original bug - fixed in ScummVM in Sadik's AI script (method ShotAtAndHit() )
}
void SceneScriptBB09::SceneLoaded() {
Obstacle_Object("WICKER CHAIR ", true);
Unobstacle_Object("ROOM03 RIGHT WALL", true);
Unclickable_Object("WICKER CHAIR ");
}
bool SceneScriptBB09::MouseClick(int x, int y) {
return false;
}
bool SceneScriptBB09::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptBB09::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptBB09::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptBB09::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 454.56f, -9.0f, 190.31f, 0, true, false, false)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 450.56f, -9.0f, 250.31f, 0, false, false, false);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagBB09toBB10a);
Game_Flag_Set(kFlagBB09toBB10b);
Set_Enter(kSetBB10, kSceneBB10);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 71.0f, -9.0f, 136.0f, 72, true, false, false)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagBB09toBB08);
Set_Enter(kSetBB08, kSceneBB08);
}
return true;
}
return false;
}
bool SceneScriptBB09::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptBB09::SceneFrameAdvanced(int frame) {
}
void SceneScriptBB09::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptBB09::PlayerWalkedIn() {
}
void SceneScriptBB09::PlayerWalkedOut() {
}
void SceneScriptBB09::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner
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