/* 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 SceneScriptMA08::InitializeScene() { Setup_Scene_Information(0, 0, 0, 0); Ambient_Sounds_Add_Looping_Sound(381, 100, 1, 1); Ambient_Sounds_Add_Sound(68, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(69, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(375, 60, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(376, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(377, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0); } void SceneScriptMA08::SceneLoaded() { Obstacle_Object("(undefined)", true); Clickable_Object("(undefined)"); } bool SceneScriptMA08::MouseClick(int x, int y) { return false; } bool SceneScriptMA08::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptMA08::ClickedOnActor(int actorId) { return false; } bool SceneScriptMA08::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptMA08::ClickedOnExit(int exitId) { return false; } bool SceneScriptMA08::ClickedOn2DRegion(int region) { return false; } void SceneScriptMA08::SceneFrameAdvanced(int frame) { } void SceneScriptMA08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptMA08::PlayerWalkedIn() { } void SceneScriptMA08::PlayerWalkedOut() { } void SceneScriptMA08::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner