/* 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 SceneScriptCT03::InitializeScene() { if (Game_Flag_Query(719)) { Setup_Scene_Information(-852.58f, -621.3f, 285.6f, 0); } else if (Game_Flag_Query(69)) { Game_Flag_Reset(69); Setup_Scene_Information(-557.1f, -616.31f, 224.29f, 249); } else if (Game_Flag_Query(73)) { Game_Flag_Reset(73); Setup_Scene_Information(-173.99f, -619.19f, 347.54f, 808); } else { Setup_Scene_Information(-708.58f, -619.19f, 277.6f, 239); } Scene_Exit_Add_2D_Exit(0, 0, 460, 639, 479, 2); Scene_Exit_Add_2D_Exit(1, 40, 40, 134, 302, 3); Scene_Exit_Add_2D_Exit(2, 390, 0, 539, 230, 1); Ambient_Sounds_Add_Looping_Sound(54, 50, 1, 1); Ambient_Sounds_Add_Looping_Sound(56, 22, -100, 1); Ambient_Sounds_Add_Looping_Sound(105, 34, -100, 1); Ambient_Sounds_Add_Sound(68, 10, 40, 33, 50, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(69, 10, 40, 33, 50, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(61, 3, 30, 8, 10, -100, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(62, 3, 30, 8, 10, -100, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(63, 3, 30, 8, 10, -100, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(64, 3, 30, 8, 10, -100, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Speech_Sound(60, 0, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(60, 20, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(60, 40, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(60, 50, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Sound(376, 10, 60, 33, 50, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(377, 10, 60, 33, 50, -100, 100, -101, -101, 0, 0); } void SceneScriptCT03::SceneLoaded() { Obstacle_Object("TRASH CAN", true); Unclickable_Object("TRASH CAN"); Footstep_Sounds_Set(0, 0); Footstep_Sounds_Set(1, 1); } bool SceneScriptCT03::MouseClick(int x, int y) { return false; } bool SceneScriptCT03::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptCT03::ClickedOnActor(int actorId) { return false; } bool SceneScriptCT03::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptCT03::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -745.09f, -619.09f, 293.36f, 0, 1, false, 0)) { Game_Flag_Set(71); Set_Enter(4, 13); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -604.38f, -616.15f, 221.6f, 0, 1, false, 0)) { Game_Flag_Set(70); Set_Enter(27, 14); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -150.0f, -621.3f, 357.0f, 0, 1, false, 0)) { Game_Flag_Set(72); Async_Actor_Walk_To_XYZ(kActorMcCoy, -67.0f, -621.3f, 477.0f, 0, false); Set_Enter(5, 16); } return true; } return false; } bool SceneScriptCT03::ClickedOn2DRegion(int region) { return false; } void SceneScriptCT03::SceneFrameAdvanced(int frame) { } void SceneScriptCT03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptCT03::PlayerWalkedIn() { if (Actor_Query_Goal_Number(kActorZuben) == 2) { Actor_Set_Goal_Number(kActorZuben, 13); } } void SceneScriptCT03::PlayerWalkedOut() { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); } void SceneScriptCT03::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner