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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 SceneScriptUG14::InitializeScene() {
if (Game_Flag_Query(349)) {
Setup_Scene_Information(-278.0f, 12.97f, -152.0f, 200);
} else if (Game_Flag_Query(344)) {
Setup_Scene_Information(-50.0f, 129.0f, -814.0f, 533);
} else {
Setup_Scene_Information(233.0f, 186.04f, -32.0f, 865);
}
Scene_Exit_Add_2D_Exit(0, 0, 232, 45, 427, 3);
Scene_Exit_Add_2D_Exit(1, 175, 44, 228, 115, 0);
Scene_Exit_Add_2D_Exit(2, 537, 0, 639, 190, 1);
Ambient_Sounds_Add_Looping_Sound(331, 28, 0, 1);
Ambient_Sounds_Add_Looping_Sound(332, 40, 0, 1);
Ambient_Sounds_Add_Looping_Sound(333, 40, 0, 1);
Ambient_Sounds_Add_Sound(291, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(292, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(401, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(402, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(369, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(397, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(398, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(293, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(294, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(295, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(303, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(304, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(305, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0);
}
void SceneScriptUG14::SceneLoaded() {
Obstacle_Object("OBSTACLE02", true);
Unobstacle_Object("WALL_E_01", true);
Unclickable_Object("OBSTACLE02");
}
bool SceneScriptUG14::MouseClick(int x, int y) {
return false;
}
bool SceneScriptUG14::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptUG14::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptUG14::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptUG14::ClickedOnExit(int exitId) {
float x, y, z;
Actor_Query_XYZ(kActorMcCoy, &x, &y, &z);
bool v1 = y > 57.0f;
if (exitId > 2) {
return false;
}
if (!exitId) {
if (v1) {
if (Loop_Actor_Walk_To_XYZ(kActorMcCoy, 141.47f, 128.92f, -150.16f, 0, 1, false, 0)) {
return false;
}
Actor_Face_XYZ(kActorMcCoy, -14.53f, 12.12f, -150.16f, true);
Footstep_Sound_Override_On(3);
Loop_Actor_Travel_Stairs(kActorMcCoy, 13, 0, 0);
Footstep_Sound_Override_Off();
}
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -278.0f, 12.97f, -152.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(348);
Set_Enter(90, kSceneUG19);
}
return true;
}
if (exitId == 1) {
if (!v1) {
if (Loop_Actor_Walk_To_XYZ(kActorMcCoy, -14.53f, 12.12f, -150.16f, 0, 1, false, 0)) {
return false;
}
Actor_Face_XYZ(kActorMcCoy, 141.47f, 128.92f, -150.16f, true);
Footstep_Sound_Override_On(3);
Loop_Actor_Travel_Stairs(kActorMcCoy, 13, 1, 0);
Footstep_Sound_Override_Off();
}
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -50.0f, 129.0f, -814.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(345);
Set_Enter(6, kSceneUG12);
}
return true;
}
if (exitId == 2) {
if (!v1) {
if (Loop_Actor_Walk_To_XYZ(kActorMcCoy, -14.53f, 12.12f, -150.16f, 0, 1, false, 0)) {
return false;
}
Actor_Face_XYZ(kActorMcCoy, 141.47f, 128.92f, -150.16f, true);
Footstep_Sound_Override_On(3);
Loop_Actor_Travel_Stairs(kActorMcCoy, 13, 1, 0);
Footstep_Sound_Override_Off();
}
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 157.0f, 128.92f, -108.01f, 0, 1, false, 0)) {
Footstep_Sound_Override_On(3);
Loop_Actor_Travel_Stairs(kActorMcCoy, 6, 1, 0);
Footstep_Sound_Override_Off();
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 233.0f, 186.04f, -32.0f, 0, 0, false, 0);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(346);
Set_Enter(83, kSceneUG10);
}
return true;
}
return false;
}
bool SceneScriptUG14::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptUG14::SceneFrameAdvanced(int frame) {
}
void SceneScriptUG14::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptUG14::PlayerWalkedIn() {
if (Game_Flag_Query(349)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -250.0f, 12.97f, -152.0f, 0, 0, false, 0);
Game_Flag_Reset(349);
} else if (Game_Flag_Query(344)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, -50.0f, 129.0f, -604.0f, 0, 0, false, 0);
Game_Flag_Reset(344);
} else {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 157.0f, 186.04f, -44.01f, 0, 0, false, 0);
Actor_Face_Heading(kActorMcCoy, 10, false);
Footstep_Sound_Override_On(3);
Loop_Actor_Travel_Stairs(kActorMcCoy, 6, 0, 0);
Footstep_Sound_Override_Off();
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 157.0f, 128.92f, -148.01f, 0, 0, false, 0);
Actor_Face_Heading(kActorMcCoy, 807, false);
Game_Flag_Reset(347);
}
if (Global_Variable_Query(kVariableChapter) == 4 && Game_Flag_Query(172) && !Game_Flag_Query(694)) {
Overlay_Play("UG14OVER", 0, 0, 1, 0);
Delay(1000);
Actor_Face_Heading(kActorMcCoy, 609, false);
Delay(3000);
Actor_Voice_Over(270, kActorVoiceOver);
Delay(2150);
Actor_Voice_Over(300, kActorVoiceOver);
Game_Flag_Set(694);
}
//return false;
}
void SceneScriptUG14::PlayerWalkedOut() {
}
void SceneScriptUG14::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner
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