/* 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/script.h" namespace BladeRunner { void ScriptMA07::InitializeScene() { if (Game_Flag_Query(356)) { Setup_Scene_Information(6.75f, -172.43f, 356.0f, 997); Game_Flag_Reset(356); Game_Flag_Set(665); } else if (Game_Flag_Query(673)) { Setup_Scene_Information(-312.0f, -162.8f, 180.0f, 0); } else { Setup_Scene_Information(104.0f, -162.16f, 56.0f, 519); } Ambient_Sounds_Add_Looping_Sound(381, 100, 1, 1); Ambient_Sounds_Add_Sound(374, 100, 300, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(68, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(69, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(375, 60, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(376, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(377, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0); if (Global_Variable_Query(1) > 1) { Scene_Exit_Add_2D_Exit(1, 0, 200, 50, 479, 3); } if (Game_Flag_Query(665)) { Scene_Exit_Add_2D_Exit(2, 176, 386, 230, 426, 2); } Scene_Exit_Add_2D_Exit(0, 270, 216, 382, 306, 0); } void ScriptMA07::SceneLoaded() { Obstacle_Object("BARRICADE", true); } bool ScriptMA07::MouseClick(int x, int y) { return false; } bool ScriptMA07::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptMA07::ClickedOnActor(int actorId) { return false; } bool ScriptMA07::ClickedOnItem(int itemId, bool a2) { return false; } bool ScriptMA07::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, 104.0f, -162.0f, 56.0f, 12, 1, false, 0)) { if (Global_Variable_Query(1) == 4 && Game_Flag_Query(671)) { Actor_Set_Goal_Number(0, 400); } else { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(57); Set_Enter(52, 52); } } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(0, -400.0f, -162.8f, 185.08f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(672); Game_Flag_Reset(179); Game_Flag_Set(178); Set_Enter(68, 77); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(0, 8.0f, -172.43f, 356.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(357); Set_Enter(90, 103); } return true; } return false; } bool ScriptMA07::ClickedOn2DRegion(int region) { return false; } void ScriptMA07::SceneFrameAdvanced(int frame) { } void ScriptMA07::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { if (actorId == 53 && newGoal == 302) { Scene_Exits_Enable(); } } void ScriptMA07::PlayerWalkedIn() { if (Game_Flag_Query(673)) { Loop_Actor_Walk_To_XYZ(0, -268.0f, -162.8f, 188.0f, 0, 0, false, 0); Game_Flag_Reset(673); } if (Actor_Query_Goal_Number(57) == 300) { Actor_Set_Goal_Number(57, 305); } if (Game_Flag_Query(58)) { Game_Flag_Reset(58); } if (!Game_Flag_Query(648) && Game_Flag_Query(671) && Global_Variable_Query(1) == 4) { Scene_Exits_Disable(); Actor_Set_Goal_Number(53, 300); } if (Game_Flag_Query(666)) { Actor_Voice_Over(1360, 99); Actor_Voice_Over(1370, 99); Actor_Voice_Over(1380, 99); Actor_Voice_Over(1390, 99); Actor_Voice_Over(1400, 99); Delay(1000); Game_Flag_Reset(666); Game_Flag_Set(34); Set_Enter(10, 49); } //return false; } void ScriptMA07::PlayerWalkedOut() { } void ScriptMA07::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner