/* 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 SceneScriptNR09::InitializeScene() { if (Game_Flag_Query(kFlagNR10toNR09)) { if (!Game_Flag_Query(kFlagNR10CameraDestroyed)) { Ambient_Sounds_Adjust_Looping_Sound(kSfx35MM, 22, 100, 2); } Game_Flag_Reset(kFlagNR10toNR09); Setup_Scene_Information(-556.07f, 0.35f, 399.04f, 440); } else { if (!Game_Flag_Query(kFlagNR10CameraDestroyed)) { Ambient_Sounds_Add_Looping_Sound(kSfx35MM, 22, 100, 1); } Setup_Scene_Information(-704.07f, 0.35f, 663.04f, 0); } Scene_Exit_Add_2D_Exit(0, 400, 100, 440, 280, 1); Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3); Ambient_Sounds_Add_Looping_Sound(kSfxCTDRONE1, 22, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxBRBED5, 33, 0, 1); Ambient_Sounds_Add_Sound(kSfxBBGRN1, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN2, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN3, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0); } void SceneScriptNR09::SceneLoaded() { Obstacle_Object("X2NEWSPAPER", true); Unobstacle_Object("X2NEWSPAPER", true); Unclickable_Object("X2NEWSPAPER"); } bool SceneScriptNR09::MouseClick(int x, int y) { return false; } bool SceneScriptNR09::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptNR09::ClickedOnActor(int actorId) { return false; } bool SceneScriptNR09::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptNR09::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -564.07f, 0.35f, 399.04f, 0, true, false, 0)) { Game_Flag_Set(kFlagNR09toNR10); Set_Enter(kSetNR10, kSceneNR10); return true; } } if (exitId == 1) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); int v1 = Loop_Actor_Walk_To_XYZ(kActorMcCoy, -704.07f, 0.35f, 663.04f, 0, true, false, 0); if (!v1) { Game_Flag_Set(kFlagNR09toNR08); Set_Enter(kSetNR05_NR08, kSceneNR08); return true; } } return false; } bool SceneScriptNR09::ClickedOn2DRegion(int region) { return false; } void SceneScriptNR09::SceneFrameAdvanced(int frame) { if (!Music_Is_Playing()) { playNextMusic(); } } void SceneScriptNR09::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptNR09::PlayerWalkedIn() { if (Game_Flag_Query(kFlagNR08toNR09)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -704.07f, 0.35f, 623.04f, 0, false, false, 0); Game_Flag_Reset(kFlagNR08toNR09); } //return false; } void SceneScriptNR09::PlayerWalkedOut() { if (Game_Flag_Query(kFlagNR09toNR10)) { Music_Stop(2); } } void SceneScriptNR09::DialogueQueueFlushed(int a1) { } void SceneScriptNR09::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