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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 SceneScriptPS06::InitializeScene() {
Setup_Scene_Information(11257.26f, 707.3f, -4778.31f, 120);
Scene_Exit_Add_2D_Exit(0, 610, 0, 639, 479, 1);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(0);
Ambient_Sounds_Add_Looping_Sound(388, 50, 1, 1);
}
void SceneScriptPS06::SceneLoaded() {
Obstacle_Object("E.SCREEN02", true);
Clickable_Object("E.SCREEN02");
Clickable_Object("E.MONITOR1");
Clickable_Object("E.SCREEN03");
Clickable_Object("E.MONITOR3");
}
bool SceneScriptPS06::MouseClick(int x, int y) {
return false;
}
bool SceneScriptPS06::ClickedOn3DObject(const char *objectName, bool a2) {
if (Object_Query_Click("E.MONITOR1", objectName)) {
ESPER_Flag_To_Activate();
return true;
}
if (Object_Query_Click("E.SCREEN03", objectName) || Object_Query_Click("E.MONITOR3", objectName)) {
Actor_Says(kActorAnsweringMachine, 330, 3);
if (!Actor_Clue_Query(kActorMcCoy, kClueCar) || Actor_Clue_Query(kActorMcCoy, kClueCarRegistration1) || Actor_Clue_Query(kActorMcCoy, kClueCarRegistration2) || Actor_Clue_Query(kActorMcCoy, kClueCarRegistration3)) {
Actor_Clues_Transfer_New_To_Mainframe(kActorMcCoy);
Ambient_Sounds_Play_Sound(587, 50, 0, 0, 99);
Delay(2000);
Actor_Says(kActorAnsweringMachine, 340, 3);
Actor_Clues_Transfer_New_From_Mainframe(kActorMcCoy);
Ambient_Sounds_Play_Sound(587, 50, 0, 0, 99);
Delay(2000);
Ambient_Sounds_Play_Sound(588, 80, 0, 0, 99);
Actor_Says(kActorAnsweringMachine, 350, 3);
return true;
} else {
Delay(2000);
Actor_Voice_Over(3780, kActorVoiceOver);
Actor_Voice_Over(3790, kActorVoiceOver);
if (Game_Flag_Query(47)) {
Actor_Voice_Over(3800, kActorVoiceOver);
Actor_Voice_Over(3810, kActorVoiceOver);
Actor_Voice_Over(3820, kActorVoiceOver);
Actor_Voice_Over(3830, kActorVoiceOver);
Actor_Clue_Acquire(kActorMcCoy, kClueCarRegistration1, 1, -1);
} else if (Game_Flag_Query(45)) {
Actor_Voice_Over(3840, kActorVoiceOver);
Actor_Voice_Over(3850, kActorVoiceOver);
Actor_Voice_Over(3860, kActorVoiceOver);
Actor_Voice_Over(3870, kActorVoiceOver);
Actor_Clue_Acquire(kActorMcCoy, kClueCarRegistration2, 1, -1);
} else {
Actor_Voice_Over(3880, kActorVoiceOver);
Actor_Voice_Over(3890, kActorVoiceOver);
Actor_Voice_Over(3900, kActorVoiceOver);
Actor_Voice_Over(3910, kActorVoiceOver);
Actor_Clue_Acquire(kActorMcCoy, kClueCarRegistration3, 1, -1);
}
Actor_Clues_Transfer_New_To_Mainframe(kActorMcCoy);
Actor_Clues_Transfer_New_From_Mainframe(kActorMcCoy);
return true;
}
}
return false;
}
bool SceneScriptPS06::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptPS06::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptPS06::ClickedOnExit(int exitId) {
if (exitId == 0) {
Game_Flag_Set(23);
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Set_Enter(15, 69);
return true;
}
return false;
}
bool SceneScriptPS06::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptPS06::SceneFrameAdvanced(int frame) {
}
void SceneScriptPS06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptPS06::PlayerWalkedIn() {
if (Game_Flag_Query(136)) {
Game_Flag_Reset(136);
}
}
void SceneScriptPS06::PlayerWalkedOut() {
}
void SceneScriptPS06::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner
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