/* 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 SceneScriptPS03::InitializeScene() { if (Game_Flag_Query(kFlagPS04toPS03)) { Actor_Set_At_XYZ(kActorMcCoy, -674.0f, -354.0f, 550.0f, 900); Setup_Scene_Information(-674.0f, -354.62f, 550.0f, 900); Game_Flag_Reset(kFlagPS04toPS03); } else if (Game_Flag_Query(kFlagPS14toPS03)) { Setup_Scene_Information(-875.0f, -354.62f, -1241.0f, 450); Game_Flag_Reset(kFlagPS14toPS03); } else { Setup_Scene_Information(-569.54f, -354.62f, -1076.15f, 475); Game_Flag_Reset(kFlagPS02toPS03); } Scene_Exit_Add_2D_Exit(0, 0, 460, 639, 479, 2); Scene_Exit_Add_2D_Exit(1, 449, 273, 508, 329, 0); if (Global_Variable_Query(kVariableChapter) > 1) { Scene_Exit_Add_2D_Exit(2, 358, 245, 411, 288, 0); } Ambient_Sounds_Remove_All_Non_Looping_Sounds(0); Ambient_Sounds_Add_Looping_Sound(kSfxPSAMB6, 35, 0, 1); Ambient_Sounds_Add_Sound(kSfxPSDOOR1, 5, 50, 7, 7, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxPSDOOR2, 5, 50, 7, 7, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxPSPA6, 5, 60, 33, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxPSPA7, 5, 60, 33, 33, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxPSPA8, 5, 60, 33, 33, -100, 100, -101, -101, 0, 0); Scene_Loop_Set_Default(1); } void SceneScriptPS03::SceneLoaded() { Obstacle_Object("TABLE05", true); Unclickable_Object("COP1PS03"); Unclickable_Object("COP2PS03"); } bool SceneScriptPS03::MouseClick(int x, int y) { return false; } bool SceneScriptPS03::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptPS03::ClickedOnActor(int actorId) { return false; } bool SceneScriptPS03::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptPS03::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -674.0f, -354.0f, 550.0f, 0, 1, false, 0)) { Game_Flag_Set(kFlagPS03toPS04); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Set_Enter(kSetPS04, kScenePS04); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -569.54f, -354.62f, -1076.15f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Set_Enter(kSetPS02, kScenePS02); Game_Flag_Reset(kFlagMcCoyAtPS03); if (Global_Variable_Query(kVariableChapter) < 4) { Actor_Set_Goal_Number(kActorGuzza, kGoalGuzzaLeaveOffice); } } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -875.0f, -354.0f, -1241.0f, 0, 1, false, 0)) { Game_Flag_Set(kFlagPS03toPS14); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Set_Enter(kSetPS14, kScenePS14); } return true; } return false; } bool SceneScriptPS03::ClickedOn2DRegion(int region) { return false; } void SceneScriptPS03::SceneFrameAdvanced(int frame) { } void SceneScriptPS03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptPS03::PlayerWalkedIn() { if (!Game_Flag_Query(kFlagMcCoyAtPS03)) { Game_Flag_Set(kFlagMcCoyAtPS03); //return true; } //return false; } void SceneScriptPS03::PlayerWalkedOut() { } void SceneScriptPS03::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner