/* 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 SceneScriptCT07::InitializeScene() { Setup_Scene_Information(202.32f, -58.23f, -12.86f, 225); Actor_Put_In_Set(kActorZuben, kSetCT07); Actor_Set_At_XYZ(kActorZuben, -9.68f, -58.23f, 11.14f, 250); Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 30, 90, 1); Ambient_Sounds_Add_Looping_Sound(kSfxCTDRONE1, 20, 1, 1); Ambient_Sounds_Add_Looping_Sound(kSfxCTAMBR1, 40, 100, 1); Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 0, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 20, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 40, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 50, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1); Ambient_Sounds_Add_Sound(kSfxSPIN2A, 80, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSPIN2B, 50, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDR2, 10, 60, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER2, 6, 50, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER4, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxDISH1, 10, 30, 12, 14, 100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxDISH2, 10, 30, 12, 14, 100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxDISH3, 10, 30, 12, 14, 100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxDISH4, 10, 30, 12, 14, 100, 100, -101, -101, 0, 0); } void SceneScriptCT07::SceneLoaded() { Obstacle_Object("BOX01", true); Obstacle_Object("BOX02", true); Obstacle_Object("BOX03", true); Obstacle_Object("BOX04", true); Unclickable_Object("BOX01"); Unclickable_Object("BOX02"); Unclickable_Object("BOX03"); Unclickable_Object("BOX04"); } bool SceneScriptCT07::MouseClick(int x, int y) { return true; } bool SceneScriptCT07::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptCT07::ClickedOnActor(int actorId) { return false; } bool SceneScriptCT07::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptCT07::ClickedOnExit(int exitId) { return false; } bool SceneScriptCT07::ClickedOn2DRegion(int region) { return false; } void SceneScriptCT07::SceneFrameAdvanced(int frame) { } void SceneScriptCT07::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptCT07::PlayerWalkedIn() { Player_Gains_Control(); Non_Player_Actor_Combat_Mode_On(kActorZuben, kActorCombatStateIdle, false, kActorMcCoy, 2, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, 0, 100, 15, 300, false); Game_Flag_Set(kFlagCT07ZubenAttack); Actor_Face_Actor(kActorMcCoy, kActorZuben, true); } void SceneScriptCT07::PlayerWalkedOut() { Music_Stop(2); } void SceneScriptCT07::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner