/* 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.h" namespace BladeRunner { void SceneScriptUG04::InitializeScene() { if (Game_Flag_Query(339)) { Setup_Scene_Information(0.0f, -1.74f, -2400.0f, 496); Game_Flag_Reset(339); } else if (Game_Flag_Query(341)) { Setup_Scene_Information(164.0f, 11.87f, -1013.0f, 83); } else { Setup_Scene_Information(-172.0f, 16.29f, -735.0f, 380); Game_Flag_Reset(334); } Scene_Exit_Add_2D_Exit(0, 123, 308, 159, 413, 3); if (Global_Variable_Query(1) > 3) { Scene_Exit_Add_2D_Exit(1, 256, 333, 290, 373, 0); } Scene_Exit_Add_2D_Exit(2, 344, 298, 451, 390, 1); Ambient_Sounds_Add_Looping_Sound(331, 25, 0, 1); Ambient_Sounds_Add_Looping_Sound(332, 40, 0, 1); Ambient_Sounds_Add_Looping_Sound(333, 40, 0, 1); Ambient_Sounds_Add_Sound(234, 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(227, 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(368, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(369, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(370, 2, 120, 11, 12, -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(392, 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(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); Scene_Loop_Start_Special(0, 0, 0); Scene_Loop_Set_Default(1); } void SceneScriptUG04::SceneLoaded() { Obstacle_Object("NAV", true); Unobstacle_Object("RUBBLE", true); Unobstacle_Object("FLOOR DEBRIS WADS", true); Unobstacle_Object("FLOOR DEBRIS WADS01", true); Unobstacle_Object("FLOOR DEBRIS WADS02", true); } bool SceneScriptUG04::MouseClick(int x, int y) { return false; } bool SceneScriptUG04::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptUG04::ClickedOnActor(int actorId) { return false; } bool SceneScriptUG04::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptUG04::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -172.0f, 16.29f, -735.0f, 0, 1, false, 0)) { Game_Flag_Set(335); Set_Enter(76, 88); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 0.0f, -1.74f, -2400.0f, 0, 1, false, 0)) { Game_Flag_Set(338); Set_Enter(78, 90); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 164.0f, 11.87f, -1013.0f, 0, 1, false, 0)) { Game_Flag_Set(340); Set_Enter(79, 91); } return true; } return false; } bool SceneScriptUG04::ClickedOn2DRegion(int region) { return false; } void SceneScriptUG04::SceneFrameAdvanced(int frame) { if (frame == 1) { Ambient_Sounds_Play_Sound(367, 90, -100, 100, 100); } } void SceneScriptUG04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptUG04::PlayerWalkedIn() { if (Game_Flag_Query(341)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 60.0f, -1.74f, -976.0f, 6, 0, false, 0); Game_Flag_Reset(341); } } void SceneScriptUG04::PlayerWalkedOut() { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); } void SceneScriptUG04::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner