/* 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 SceneScriptUG03::InitializeScene() { if (Game_Flag_Query(335)) { Setup_Scene_Information(-51.0f, 0.03f, 255.0f, 780); Game_Flag_Reset(335); } else if (Game_Flag_Query(337)) { Setup_Scene_Information(-139.0f, 0.03f, -13.0f, 540); Game_Flag_Reset(337); } else { Setup_Scene_Information(-121.88f, 0.03f, 213.35f, 540); } Scene_Exit_Add_2D_Exit(0, 46, 137, 131, 296, 0); Scene_Exit_Add_2D_Exit(1, 559, 141, 639, 380, 1); Ambient_Sounds_Add_Looping_Sound(331, 15, 0, 1); Ambient_Sounds_Add_Looping_Sound(332, 40, 0, 1); Ambient_Sounds_Add_Looping_Sound(333, 40, 0, 1); Ambient_Sounds_Add_Sound(402, 2, 120, 10, 11, 0, 100, 0, 100, 0, 0); Ambient_Sounds_Add_Sound(370, 2, 120, 10, 11, 0, 100, 0, 100, 0, 0); Ambient_Sounds_Add_Sound(396, 2, 120, 10, 11, 0, 100, 0, 100, 0, 0); Ambient_Sounds_Add_Sound(395, 2, 120, 10, 11, 0, 100, 0, 100, 0, 0); Ambient_Sounds_Add_Sound(234, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(235, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(391, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(392, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(393, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(394, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(224, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(225, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(226, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(227, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(228, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(229, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(303, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(304, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(305, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); } void SceneScriptUG03::SceneLoaded() { Obstacle_Object("=WALL_RIGHT_HOLE", true); Unobstacle_Object("=HOLERUBBLE1", true); Clickable_Object("CHAIR_HEADZAPPER"); Clickable_Object("CHAIR_BACK"); Clickable_Object("CHAIR_SEAT"); Clickable_Object("CHAIR_STRAPLEGLEFT"); Clickable_Object("CHAIR_STRAPLEGRIGHT"); } bool SceneScriptUG03::MouseClick(int x, int y) { return false; } bool SceneScriptUG03::ClickedOn3DObject(const char *objectName, bool a2) { if ((Object_Query_Click("CHAIR_BACK", objectName) || Object_Query_Click("CHAIR_SEAT", objectName) || Object_Query_Click("CHAIR_HEADZAPPER", objectName)) && !Loop_Actor_Walk_To_Scene_Object(kActorMcCoy, "CHAIR_BACK", 36, true, false)) { Actor_Face_Object(kActorMcCoy, "CHAIR_BACK", true); if (!Actor_Clue_Query(kActorMcCoy, kClueScaryChair)) { Actor_Voice_Over(2550, kActorVoiceOver); Actor_Voice_Over(2560, kActorVoiceOver); Actor_Voice_Over(2570, kActorVoiceOver); Actor_Voice_Over(2580, kActorVoiceOver); Actor_Voice_Over(2590, kActorVoiceOver); Actor_Clue_Acquire(kActorMcCoy, kClueScaryChair, 1, -1); } } return false; } bool SceneScriptUG03::ClickedOnActor(int actorId) { return false; } bool SceneScriptUG03::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptUG03::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -139.0f, 0.0f, -13.0f, 0, 1, false, 0)) { if (Global_Variable_Query(kVariableChapter) < 4) { Actor_Says(kActorMcCoy, 8522, 14); } else { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(336); Set_Enter(83, kSceneUG10); } } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -51.0f, 0.0f, 255.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(334); Set_Enter(77, kSceneUG04); } return true; } return false; } bool SceneScriptUG03::ClickedOn2DRegion(int region) { return false; } void SceneScriptUG03::SceneFrameAdvanced(int frame) { } void SceneScriptUG03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptUG03::PlayerWalkedIn() { } void SceneScriptUG03::PlayerWalkedOut() { } void SceneScriptUG03::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner