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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.h"
namespace BladeRunner {
void SceneScriptMA06::InitializeScene() {
Setup_Scene_Information(40.0f, 1.0f, -20.0f, 400);
Ambient_Sounds_Add_Looping_Sound(210, 50, 0, 1);
Ambient_Sounds_Add_Looping_Sound(408, 33, 0, 1);
Scene_Loop_Start_Special(0, 0, 0);
Scene_Loop_Set_Default(1);
Sound_Play(209, 100, 50, 50, 100);
}
void SceneScriptMA06::SceneLoaded() {
Obstacle_Object("PANEL", true);
Clickable_Object("PANEL");
Player_Loses_Control();
}
bool SceneScriptMA06::MouseClick(int x, int y) {
return false;
}
bool SceneScriptMA06::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptMA06::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptMA06::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptMA06::ClickedOnExit(int exitId) {
return false;
}
bool SceneScriptMA06::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptMA06::SceneFrameAdvanced(int frame) {
}
void SceneScriptMA06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptMA06::PlayerWalkedIn() {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 40.0f, 1.35f, 0.0f, 0, 0, false, 0);
Actor_Face_Object(kActorMcCoy, "panel", true);
Delay(500);
sub_4014E4();
if (sub_4012C0()) {
Sound_Play(114, 25, 0, 0, 50);
Delay(4000);
}
Game_Flag_Reset(37);
Game_Flag_Reset(33);
Game_Flag_Reset(57);
if (Game_Flag_Query(38)) {
Set_Enter(49, 48);
} else if (Game_Flag_Query(34)) {
Set_Enter(10, 49);
} else {
Set_Enter(53, 53);
}
Scene_Loop_Start_Special(1, 3, 1);
Sound_Play(208, 100, 50, 50, 50);
//return true;
}
void SceneScriptMA06::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Player_Gains_Control();
}
void SceneScriptMA06::DialogueQueueFlushed(int a1) {
}
bool SceneScriptMA06::sub_4012C0() {
return (Game_Flag_Query(37) && !Game_Flag_Query(38)) || (Game_Flag_Query(33) && !Game_Flag_Query(34)) || (Game_Flag_Query(57) && !Game_Flag_Query(58));
}
void SceneScriptMA06::sub_4014E4() {
Game_Flag_Reset(38);
Game_Flag_Reset(34);
Game_Flag_Reset(58);
while (true) {
if (Game_Flag_Query(34)) {
break;
}
if (Game_Flag_Query(38)) {
break;
}
if (Game_Flag_Query(58)) {
break;
}
Actor_Says(kActorAnsweringMachine, 80, 3);
Player_Gains_Control();
int v1 = Elevator_Activate(1);
Player_Loses_Control();
Scene_Loop_Start_Special(2, 1, 1);
if (v1 > 1) {
Game_Flag_Set(58);
} else if (v1 == 1) {
if (Game_Flag_Query(250)) {
Game_Flag_Set(38);
} else {
Sound_Play(412, 100, 0, 0, 50);
Delay(500);
Actor_Says(kActorAnsweringMachine, 610, 3);
}
} else {
Actor_Says(kActorMcCoy, 2940, 18);
if (Global_Variable_Query(1) == 4 && Game_Flag_Query(655)) {
Sound_Play(412, 100, 0, 0, 50);
Delay(500);
Actor_Says(kActorAnsweringMachine, 610, 3);
Delay(500);
Actor_Says(kActorMcCoy, 8527, 3);
} else {
Game_Flag_Set(34);
Actor_Says(kActorAnsweringMachine, 90, 3);
}
}
}
}
} // End of namespace BladeRunner
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