/* 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 ScriptNR09::InitializeScene() { if (Game_Flag_Query(476)) { if (!Game_Flag_Query(640)) { Ambient_Sounds_Adjust_Looping_Sound(452, 22, 100, 2); } Game_Flag_Reset(476); Setup_Scene_Information(-556.07f, 0.35f, 399.04f, 440); } else { if (!Game_Flag_Query(640)) { Ambient_Sounds_Add_Looping_Sound(452, 22, 100, 1); } Setup_Scene_Information(-704.07f, 0.35f, 663.04f, 0); } Scene_Exit_Add_2D_Exit(0, 400, 100, 440, 280, 1); Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3); Ambient_Sounds_Add_Looping_Sound(205, 22, 0, 1); Ambient_Sounds_Add_Looping_Sound(71, 33, 0, 1); Ambient_Sounds_Add_Sound(303, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(304, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(305, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(306, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(307, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(308, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); } void ScriptNR09::SceneLoaded() { Obstacle_Object("X2NEWSPAPER", true); Unobstacle_Object("X2NEWSPAPER", true); Unclickable_Object("X2NEWSPAPER"); } bool ScriptNR09::MouseClick(int x, int y) { return false; } bool ScriptNR09::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptNR09::ClickedOnActor(int actorId) { return false; } bool ScriptNR09::ClickedOnItem(int itemId, bool a2) { return false; } bool ScriptNR09::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, -564.07f, 0.35f, 399.04f, 0, 1, false, 0)) { Game_Flag_Set(475); Set_Enter(59, 63); return true; } } if (exitId == 1) { int v1 = Loop_Actor_Walk_To_XYZ(0, -704.07f, 0.35f, 663.04f, 0, 1, false, 0); Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); if (!v1) { Game_Flag_Set(615); Set_Enter(13, 61); return true; } } return false; } bool ScriptNR09::ClickedOn2DRegion(int region) { return false; } void ScriptNR09::SceneFrameAdvanced(int frame) { if (!Music_Is_Playing()) { sub_40172C(); } } void ScriptNR09::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptNR09::PlayerWalkedIn() { if (Game_Flag_Query(614)) { Loop_Actor_Walk_To_XYZ(0, -704.07001f, 0.35f, 623.04f, 0, 0, false, 0); Game_Flag_Reset(614); } //return false; } void ScriptNR09::PlayerWalkedOut() { if (Game_Flag_Query(475)) { Music_Stop(2); } } void ScriptNR09::DialogueQueueFlushed(int a1) { } void ScriptNR09::sub_40172C() { if (Music_Is_Playing()) { Music_Adjust(31, -80, 2); } else { int v0 = Global_Variable_Query(54); if (v0 == 0) { Music_Play(16, 61, -80, 2, -1, 0, 0); } else if (v0 == 1) { Music_Play(15, 41, -80, 2, -1, 0, 0); } else if (v0 == 2) { Music_Play(7, 41, -80, 2, -1, 0, 0); } v0++; if (v0 > 2) { v0 = 0; } Global_Variable_Set(54, v0); } } } // End of namespace BladeRunner