/* 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 SceneScriptKP04::InitializeScene() { if (Game_Flag_Query(kFlagKP05toKP04)) { Setup_Scene_Information(-544.0f, 94.89f, 288.0f, 700); } else { Setup_Scene_Information(-905.0f, 94.89f, 1357.0f, 970); } Scene_Exit_Add_2D_Exit(0, 0, 455, 639, 479, 2); Scene_Exit_Add_2D_Exit(1, 475, 247, 514, 416, 1); Ambient_Sounds_Add_Looping_Sound(kSfxKPAMB1, 34, 1, 1); Ambient_Sounds_Add_Looping_Sound(kSfxSKINBED1, 27, 1, 1); Ambient_Sounds_Add_Looping_Sound(kSfxRUMLOOP1, 90, 1, 1); Ambient_Sounds_Add_Sound(kSfxSCARY1, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY2, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY3, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER2, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER3, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER4, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY4, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY5, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY6, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0); } void SceneScriptKP04::SceneLoaded() { Obstacle_Object("BUILDING04", true); Unobstacle_Object("BOX06", true); Unclickable_Object("BUILDING04"); } bool SceneScriptKP04::MouseClick(int x, int y) { return false; } bool SceneScriptKP04::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptKP04::ClickedOnActor(int actorId) { return false; } bool SceneScriptKP04::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptKP04::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -905.0f, 94.89f, 1357.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagKP04toKP01); Set_Enter(kSetKP01, kSceneKP01); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -544.0f, 94.89f, 288.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagKP04toKP05); Set_Enter(kSetKP05_KP06, kSceneKP05); } return true; } return false; } bool SceneScriptKP04::ClickedOn2DRegion(int region) { return false; } void SceneScriptKP04::SceneFrameAdvanced(int frame) { } void SceneScriptKP04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptKP04::PlayerWalkedIn() { if (Game_Flag_Query(kFlagKP05toKP04)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -584.0f, 94.89f, 288.0f, 0, false, false, 0); Game_Flag_Reset(kFlagKP05toKP04); } else { Game_Flag_Reset(kFlagKP01toKP04); } } void SceneScriptKP04::PlayerWalkedOut() { } void SceneScriptKP04::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner