/* 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 SceneScriptBB02::InitializeScene() { if (Game_Flag_Query(281)) { Setup_Scene_Information(179.0f, -415.06f, 274.0f, 904); } else if (Game_Flag_Query(333)) { Setup_Scene_Information(-12.0f, -415.06f, -27.0f, 264); Scene_Loop_Start_Special(0, 0, 0); } else { Setup_Scene_Information(98.0f, -415.06f, -593.0f, 530); Game_Flag_Reset(262); } Scene_Exit_Add_2D_Exit(0, 313, 137, 353, 173, 0); Scene_Exit_Add_2D_Exit(1, 207, 291, 275, 443, 3); Scene_Exit_Add_2D_Exit(2, 303, 422, 639, 479, 2); Ambient_Sounds_Add_Looping_Sound(54, 20, 0, 1); Ambient_Sounds_Add_Looping_Sound(103, 40, 0, 1); Ambient_Sounds_Add_Sound(443, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(444, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(445, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(446, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(82, 5, 60, 20, 40, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(83, 5, 60, 20, 45, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(84, 5, 60, 20, 40, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(90, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(91, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(375, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(376, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(377, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(72, 5, 80, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(73, 5, 80, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(74, 5, 80, 14, 16, -100, 100, -101, -101, 0, 0); if (!Game_Flag_Query(494)) { Game_Flag_Set(493); Game_Flag_Set(494); } if (Game_Flag_Query(493)) { Scene_Loop_Set_Default(1); } else { Scene_Loop_Set_Default(4); } } void SceneScriptBB02::SceneLoaded() { Obstacle_Object("ELEVATOR01", true); Obstacle_Object("U2 DOOR", true); } bool SceneScriptBB02::MouseClick(int x, int y) { return false; } bool SceneScriptBB02::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptBB02::ClickedOnActor(int actorId) { return false; } bool SceneScriptBB02::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptBB02::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 98.0f, -415.06f, -593.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(263); Set_Enter(20, 2); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -12.0f, -415.06f, -27.0f, 0, 1, false, 0)) { Player_Loses_Control(); if (!Game_Flag_Query(493)) { Scene_Loop_Start_Special(kSceneLoopMode2, 0, true); } Game_Flag_Set(332); Game_Flag_Reset(493); Set_Enter(1, 5); Scene_Loop_Start_Special(1, 3, false); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 86.0f, -415.06f, 174.0f, 0, 1, false, 0)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 179.0f, -415.06f, 274.0f, 0, 0, false, 0); Game_Flag_Set(282); Game_Flag_Reset(493); Set_Enter(21, 4); } return true; } return false; } bool SceneScriptBB02::ClickedOn2DRegion(int region) { return false; } void SceneScriptBB02::SceneFrameAdvanced(int frame) { if (frame == 1) { Ambient_Sounds_Play_Sound(434, 40, -50, -50, 0); } if (frame == 124) { Ambient_Sounds_Play_Sound(434, 40, -50, -50, 0); } } void SceneScriptBB02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptBB02::PlayerWalkedIn() { if (Game_Flag_Query(281)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 86.0f, -415.06f, 174.0f, 0, 0, false, 0); Game_Flag_Reset(281); } else if (Game_Flag_Query(333)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 35.0f, -415.06f, -27.0f, 0, 0, false, 0); Player_Gains_Control(); Game_Flag_Reset(333); } } void SceneScriptBB02::PlayerWalkedOut() { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); } void SceneScriptBB02::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner