/* 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 SceneScriptHF02::InitializeScene() { if (Game_Flag_Query(567)) { Setup_Scene_Information(874.0f, 47.76f, -252.0f, 775); Game_Flag_Reset(567); } else if (Game_Flag_Query(528)) { Setup_Scene_Information(470.0f, 47.76f, -500.0f, 560); } else { Setup_Scene_Information(-18.0f, 47.76f, -288.0f, 275); } Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3); Scene_Exit_Add_2D_Exit(1, 207, 66, 272, 207, 3); Ambient_Sounds_Add_Looping_Sound(340, 28, -100, 1); Ambient_Sounds_Add_Looping_Sound(341, 33, 0, 1); Ambient_Sounds_Add_Sound(181, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(182, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(183, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(184, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(185, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(186, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(188, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(189, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(190, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(191, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(192, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(193, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(194, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(195, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0); } void SceneScriptHF02::SceneLoaded() { Obstacle_Object("BARD_NEON", true); Unclickable_Object("BARD_NEON"); if (Actor_Query_Goal_Number(kActorSteele) == 234) { if (Game_Flag_Query(593)) { Actor_Set_Goal_Number(kActorSteele, 243); } else { Actor_Set_Goal_Number(kActorSteele, 240); } } } bool SceneScriptHF02::MouseClick(int x, int y) { return false; } bool SceneScriptHF02::ClickedOn3DObject(const char *objectName, bool a2) { Sound_Play(342, 47, -80, 0, 50); return false; } bool SceneScriptHF02::ClickedOnActor(int actorId) { return false; } bool SceneScriptHF02::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptHF02::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 42.0f, 47.76f, -296.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(309); Set_Enter(37, kSceneHF01); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 470.0f, 47.76f, -444.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(527); Set_Enter(39, kSceneHF03); } return true; } return false; } bool SceneScriptHF02::ClickedOn2DRegion(int region) { return false; } void SceneScriptHF02::SceneFrameAdvanced(int frame) { } void SceneScriptHF02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptHF02::PlayerWalkedIn() { if (Actor_Query_Goal_Number(kActorSteele) == 240) { Actor_Set_Goal_Number(kActorSteele, 241); } if (Game_Flag_Query(528)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 470.0f, 47.76f, -444.0f, 0, 0, false, 0); Game_Flag_Reset(528); } else if (Game_Flag_Query(308)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 42.0f, 47.76f, -296.0f, 0, 0, false, 0); Game_Flag_Reset(308); } if (Actor_Query_Goal_Number(kActorSteele) == 243) { if (Actor_Query_Goal_Number(kActorLucy) == 599) { Actor_Set_Goal_Number(kActorSteele, 244); } else { Actor_Set_Goal_Number(kActorSteele, 245); } } } void SceneScriptHF02::PlayerWalkedOut() { } void SceneScriptHF02::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner