/* 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 SceneScriptBB12::InitializeScene() { if (Game_Flag_Query(kFlagBB07toBB12)) { Setup_Scene_Information( 138.0f, 0.0f, 104.0f, 760); } else if (Game_Flag_Query(kFlagBB08toBB12)) { Setup_Scene_Information(-129.0f, 0.0f, 64.0f, 307); } else { Setup_Scene_Information( 54.0f, 0.0f, 200.0f, 0); Game_Flag_Reset(kFlagBB05toBB12); } Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3); Scene_Exit_Add_2D_Exit(1, 589, 0, 639, 479, 1); Scene_Exit_Add_2D_Exit(2, 377, 374, 533, 479, 2); Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 28, 0, 1); Ambient_Sounds_Add_Sound(kSfxSCARY4, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY5, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY6, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY7, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxHAUNT1, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxHAUNT2, 5, 50, 27, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER2, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER3, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); if (!Game_Flag_Query(kFlagBB12Entered)) { Overlay_Play("BB12OVER", 0, false, false, 0); // Sadik's shadow going left Game_Flag_Set(kFlagBB12Entered); } } void SceneScriptBB12::SceneLoaded() { Obstacle_Object("BALLS", true); Unclickable_Object("BALLS"); } bool SceneScriptBB12::MouseClick(int x, int y) { return false; } bool SceneScriptBB12::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptBB12::ClickedOnActor(int actorId) { return false; } bool SceneScriptBB12::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptBB12::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -129.0f, 0.0f, 64.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB12toBB08); Set_Enter(kSetBB08, kSceneBB08); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 138.0f, 0.0f, 104.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB12toBB07); Set_Enter(kSetBB07, kSceneBB07); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 54.0f, 0.0f, 200.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagBB12toBB05); Set_Enter(kSetBB05, kSceneBB05); } return true; } return false; } bool SceneScriptBB12::ClickedOn2DRegion(int region) { return false; } void SceneScriptBB12::SceneFrameAdvanced(int frame) { if (frame == 10 || frame == 22 || frame == 33 || frame == 41 ) { Sound_Play(kSfxMONKCYM1, 17, -30, -30, 50); } if (frame == 3) { Sound_Play(kSfxMONKEY1, 16, -30, -30, 50); } } void SceneScriptBB12::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptBB12::PlayerWalkedIn() { if (Game_Flag_Query(kFlagBB07toBB12)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 114.0f, 0.0f, 104.0f, 0, false, false, 0); Game_Flag_Reset(kFlagBB07toBB12); } else if (Game_Flag_Query(kFlagBB08toBB12)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -101.0f, 0.0f, 64.0f, 0, false, false, 0); Game_Flag_Reset(kFlagBB08toBB12); } } void SceneScriptBB12::PlayerWalkedOut() { } void SceneScriptBB12::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner