/* 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 SceneScriptNR06::InitializeScene() { sub_401BAC(); if (Game_Flag_Query(442)) { Setup_Scene_Information(48.0f, -71.88f, -26.0f, 782); } else { Setup_Scene_Information(-36.0f, 0.37f, -373.0f, 592); } Scene_Exit_Add_2D_Exit(0, 533, 234, 592, 414, 1); Scene_Exit_Add_2D_Exit(1, 238, 137, 337, 322, 0); Ambient_Sounds_Add_Looping_Sound(111, 25, 0, 1); Ambient_Sounds_Add_Sound(252, 3, 60, 8, 12, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(254, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(255, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(256, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(257, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(258, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(259, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(260, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(261, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(262, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(182, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(184, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(185, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(186, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(188, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(189, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(191, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(192, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(195, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); } void SceneScriptNR06::SceneLoaded() { Obstacle_Object("CHAIR01", true); Unobstacle_Object("LOFT04", true); Unobstacle_Object("LINE02", true); Unobstacle_Object("WALL01", true); Unclickable_Object("CHAIR01"); } bool SceneScriptNR06::MouseClick(int x, int y) { return false; } bool SceneScriptNR06::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptNR06::ClickedOnActor(int actorId) { return false; } bool SceneScriptNR06::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptNR06::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 48.0f, -71.88f, -26.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Game_Flag_Set(441); Set_Enter(57, kSceneNR07); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -137.0f, -71.88f, -243.0f, 0, 1, false, 0)) { Actor_Face_Heading(kActorMcCoy, 95, false); Loop_Actor_Travel_Stairs(kActorMcCoy, 8, 1, 0); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -36.0f, 0.37f, -373.0f, 0, 0, false, 0); Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(439); Set_Enter(13, kSceneNR08); } return true; } return false; } bool SceneScriptNR06::ClickedOn2DRegion(int region) { return false; } void SceneScriptNR06::SceneFrameAdvanced(int frame) { if (!Music_Is_Playing()) { sub_401BAC(); } //return false; } void SceneScriptNR06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptNR06::PlayerWalkedIn() { if (Game_Flag_Query(442)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -3.0f, -71.88f, -26.0f, 0, 0, false, 0); Game_Flag_Reset(442); } else { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -81.72f, 0.12f, -323.49f, 0, 0, false, 0); Actor_Face_Heading(kActorMcCoy, 600, false); Loop_Actor_Travel_Stairs(kActorMcCoy, 8, 0, 0); Game_Flag_Reset(440); } //return false; } void SceneScriptNR06::PlayerWalkedOut() { if (Game_Flag_Query(441)) { Music_Stop(2); } } void SceneScriptNR06::DialogueQueueFlushed(int a1) { } void SceneScriptNR06::sub_401BAC() { if (Music_Is_Playing()) { Music_Adjust(31, 80, 2); } else { int v0 = Global_Variable_Query(54); if (v0 == 0) { Music_Play(16, 61, -80, 2, -1, 0, 0); } else if (v0 == 1) { Music_Play(15, 41, -80, 2, -1, 0, 0); } else if (v0 == 2) { Music_Play(7, 41, -80, 2, -1, 0, 0); } v0++; if (v0 > 2) { v0 = 0; } Global_Variable_Set(54, v0); } } } // End of namespace BladeRunner