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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 {
enum kMA01Loops {
kMA01LoopInshotRoof = 0,
kMA01LoopMain = 1,
kMA01LoopOutDoorAnim = 3,
kMA01LoopOutshotRoof = 4
};
enum kMA01Exits {
kMA01ExitMA06 = 0,
kMA01ExitSpinner = 1
};
void SceneScriptMA01::InitializeScene() {
Setup_Scene_Information(381.0f, 0.0f, 54.0f, 992);
if (Game_Flag_Query(kFlagSpinnerToMA01)) {
Setup_Scene_Information(381.0f, 0.0f, 54.0f, 992);
}
if (Game_Flag_Query(kFlagMA06toMA01)) {
Setup_Scene_Information(1446.0f, 0.0f, -725.0f, 660);
}
Scene_Exit_Add_2D_Exit(kMA01ExitMA06, 328, 132, 426, 190, 0);
if (Game_Flag_Query(kFlagSpinnerToMA01)) {
Scene_Exit_Add_2D_Exit(kMA01ExitSpinner, 234, 240, 398, 328, 2);
}
Ambient_Sounds_Add_Looping_Sound(101, 90, 0, 1);
Ambient_Sounds_Add_Looping_Sound(99, 40, -100, 1);
Ambient_Sounds_Add_Looping_Sound(100, 40, 100, 1);
Ambient_Sounds_Add_Sound(68, 10, 100, 25, 50, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(69, 10, 100, 25, 50, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(375, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(376, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(377, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
if (Game_Flag_Query(kFlagMA06toMA01)) {
Scene_Loop_Set_Default(kMA01LoopMain);
Game_Flag_Reset(kFlagMA06toMA01);
} else {
Actor_Set_Invisible(kActorMcCoy, true);
Game_Flag_Set(273);
Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kMA01LoopInshotRoof, false);
Scene_Loop_Set_Default(kMA01LoopMain);
}
if (Game_Flag_Query(409)) {
Actor_Set_Goal_Number(kActorGaff, 3);
Game_Flag_Reset(409);
}
}
void SceneScriptMA01::SceneLoaded() {
Obstacle_Object("WRENCH", true);
Unobstacle_Object("OBSTICLEBOX01", true);
Clickable_Object("WRENCH");
Unclickable_Object("Y2 PADRIM 01");
Unclickable_Object("Y2 PADRIM 02");
Unclickable_Object("NGON01");
}
bool SceneScriptMA01::MouseClick(int x, int y) {
return Region_Check(286, 326, 348, 384);
}
bool SceneScriptMA01::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptMA01::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptMA01::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptMA01::ClickedOnExit(int exitId) {
if (Actor_Query_Goal_Number(kActorZuben) == 21) {
return true;
}
if (exitId == kMA01ExitMA06) {
if (Actor_Query_Goal_Number(kActorZuben) == 20) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1446.0f, 0.0f, -725.0f, 72, 1, false, 0)) {
Actor_Set_Goal_Number(kActorZuben, 21);
Scene_Exits_Disable();
}
} else if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1446.0f, 0.0f, -725.0f, 12, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(kFlagMA01toMA06);
Set_Enter(kSetMA06, kSceneMA06);
}
return true;
}
if (exitId == kMA01ExitSpinner) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 381.0f, 0.0f, 54.0f, 0, 1, false, 0)) {
Player_Loses_Control();
Actor_Face_Heading(kActorMcCoy, 736, false);
Game_Flag_Reset(176);
Game_Flag_Reset(182);
Game_Flag_Reset(179);
Game_Flag_Reset(180);
Game_Flag_Reset(261);
Game_Flag_Reset(177);
Game_Flag_Reset(258);
Game_Flag_Reset(178);
int spinnerDest = Spinner_Interface_Choose_Dest(kMA01LoopOutDoorAnim, false);
switch (spinnerDest) {
case kSpinnerDestinationPoliceStation:
Game_Flag_Set(178);
Game_Flag_Reset(kFlagSpinnerToMA01);
Game_Flag_Set(kFlagSpinnerToPS01);
Set_Enter(kSetPS01, kScenePS01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
break;
case kSpinnerDestinationRuncitersAnimals:
Game_Flag_Set(182);
Game_Flag_Reset(kFlagSpinnerToMA01);
Game_Flag_Set(kFlagSpinnerToRC01);
Set_Enter(kSetRC01, kSceneRC01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
break;
case kSpinnerDestinationChinatown:
Game_Flag_Set(176);
Game_Flag_Reset(kFlagSpinnerToMA01);
Game_Flag_Set(kFlagSpinnerToCT01);
Set_Enter(kSetCT01_CT12, kSceneCT01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
break;
case kSpinnerDestinationTyrellBuilding:
Game_Flag_Set(261);
Game_Flag_Reset(kFlagSpinnerToMA01);
Game_Flag_Set(kFlagSpinnerToTB02);
Set_Enter(kSetTB02_TB03, kSceneTB02);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
break;
case kSpinnerDestinationAnimoidRow:
Game_Flag_Set(180);
Game_Flag_Reset(kFlagSpinnerToMA01);
Game_Flag_Set(kFlagSpinnerToAR01);
Set_Enter(kSetAR01_AR02, kSceneAR01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
break;
case kSpinnerDestinationDNARow:
Game_Flag_Set(177);
Game_Flag_Reset(kFlagSpinnerToMA01);
Game_Flag_Set(kFlagSpinnerToDR01);
Set_Enter(kSetDR01_DR02_DR04, kSceneDR01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
break;
case kSpinnerDestinationBradburyBuilding:
Game_Flag_Set(258);
Game_Flag_Reset(kFlagSpinnerToMA01);
Game_Flag_Set(kFlagSpinnerToBB01);
Set_Enter(kSetBB01, kSceneBB01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
break;
case kSpinnerDestinationNightclubRow:
Game_Flag_Set(181);
Game_Flag_Reset(kFlagSpinnerToMA01);
Game_Flag_Set(kFlagSpinnerToNR01);
Set_Enter(kSetNR01, kSceneNR01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
break;
case kSpinnerDestinationHysteriaHall:
Game_Flag_Set(257);
Game_Flag_Reset(kFlagSpinnerToMA01);
Game_Flag_Set(kFlagSpinnerToHF01);
Set_Enter(kSetHF01, kSceneHF01);
Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
break;
default:
Actor_Set_Invisible(kActorMcCoy, false);
Actor_Face_Heading(kActorMcCoy, 736, false);
Game_Flag_Set(179);
break;
}
}
return true;
}
return false;
}
bool SceneScriptMA01::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptMA01::SceneFrameAdvanced(int frame) {
if (frame == 15) {
Ambient_Sounds_Play_Sound(102, 70, -100, 100, 0);
}
if (frame == 61 || frame == 183) {
Ambient_Sounds_Play_Sound(116, 100, 40, 0, 99);
}
if (frame == 107 || frame == 227) {
Ambient_Sounds_Play_Sound(119, 100, 40, 0, 99);
}
if (frame == 1) {
Ambient_Sounds_Play_Sound(118, 40, -60, 20, 99);
}
if (frame == 241) {
Ambient_Sounds_Play_Sound(117, 40, 0, 0, 99);
}
if (frame == 58) {
Sound_Play(122, 17, 20, 20, 50);
}
if ((frame == 75 || frame == 196) && Game_Flag_Query(273)) {
Actor_Face_Heading(kActorMcCoy, 736, false);
Actor_Change_Animation_Mode(kActorMcCoy, 42);
Game_Flag_Reset(273);
} else {
if (frame == 196 && !Game_Flag_Query(273)) {
Actor_Change_Animation_Mode(kActorMcCoy, 41);
//return true;
return;
}
if (frame == 240) {
Player_Gains_Control();
}
}
//return true;
}
void SceneScriptMA01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptMA01::PlayerWalkedIn() {
}
void SceneScriptMA01::PlayerWalkedOut() {
Actor_Set_Invisible(kActorMcCoy, false);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
if (!Game_Flag_Query(kFlagMA01toMA06) && Global_Variable_Query(kVariableChapter) == 1) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Outtake_Play(kOuttakeTowards2, true, -1);
Outtake_Play(kOuttakeInside1, true, -1);
Outtake_Play(kOuttakeTowards1, true, -1);
}
}
void SceneScriptMA01::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner
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