/* 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() { playNextMusic(); if (Game_Flag_Query(kFlagNR07toNR06)) { 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(kSfxDRAMB5, 25, 0, 1); Ambient_Sounds_Add_Sound(kSfxBARSFX1, 3, 60, 8, 12, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBARSFX3, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBARSFX4, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBARSFX5, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBARSFX6, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBARSFX7, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxCLINK1, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxCLINK2, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxCLINK3, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxCLINK4, 3, 60, 8, 8, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfx67_0480R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfx67_0540R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfx67_0560R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfx67_0870R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfx67_0900R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfx67_0940R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfx67_1070R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfx67_1080R, 5, 70, 8, 8, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfx67_1160R, 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, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Game_Flag_Set(kFlagNR06toNR07); Set_Enter(kSetNR07, kSceneNR07); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -137.0f, -71.88f, -243.0f, 0, true, false, 0)) { Actor_Face_Heading(kActorMcCoy, 95, false); Loop_Actor_Travel_Stairs(kActorMcCoy, 8, 1, kAnimationModeIdle); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -36.0f, 0.37f, -373.0f, 0, false, false, 0); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagNR06toNR08); Set_Enter(kSetNR05_NR08, kSceneNR08); } return true; } return false; } bool SceneScriptNR06::ClickedOn2DRegion(int region) { return false; } void SceneScriptNR06::SceneFrameAdvanced(int frame) { if (!Music_Is_Playing()) { playNextMusic(); } //return false; } void SceneScriptNR06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptNR06::PlayerWalkedIn() { if (Game_Flag_Query(kFlagNR07toNR06)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -3.0f, -71.88f, -26.0f, 0, false, false, 0); Game_Flag_Reset(kFlagNR07toNR06); } else { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -81.72f, 0.12f, -323.49f, 0, false, false, 0); Actor_Face_Heading(kActorMcCoy, 600, false); Loop_Actor_Travel_Stairs(kActorMcCoy, 8, false, kAnimationModeIdle); Game_Flag_Reset(kFlagNR08toNR06); } //return false; } void SceneScriptNR06::PlayerWalkedOut() { if (Game_Flag_Query(kFlagNR06toNR07)) { Music_Stop(2); } } void SceneScriptNR06::DialogueQueueFlushed(int a1) { } void SceneScriptNR06::playNextMusic() { if (Music_Is_Playing()) { Music_Adjust(31, 80, 2); } else { int track = Global_Variable_Query(kVariableEarlyQBackMusic); if (track == 0) { Music_Play(kMusicDkoDnce1, 61, -80, 2, -1, 0, 0); } else if (track == 1) { Music_Play(kMusicStrip1, 41, -80, 2, -1, 0, 0); } else if (track == 2) { Music_Play(kMusicArkDnce1, 41, -80, 2, -1, 0, 0); } track++; if (track > 2) { track = 0; } Global_Variable_Set(kVariableEarlyQBackMusic, track); } } } // End of namespace BladeRunner