/* 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 SceneScriptUG06::InitializeScene() { if (Game_Flag_Query(kFlagChapter4Intro)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Outtake_Play(kOuttakeMovieC1, false, -1); if (Game_Flag_Query(kFlagLutherLanceIsReplicant)) { Outtake_Play(kOuttakeMovieC3, false, -1); } else { Outtake_Play(kOuttakeMovieC2, false, -1); } Game_Flag_Reset(kFlagChapter4Intro); } if (Game_Flag_Query(kFlagUG04toUG06)) { Setup_Scene_Information( 23.0f, 0.0f, 321.0f, 0); } else if (Game_Flag_Query(kFlagNR01toUG06)) { Setup_Scene_Information( 66.0f, 153.0f, -301.4f, 512); } else { Setup_Scene_Information(-165.0f, 1.0f, 89.0f, 990); } Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3); Scene_Exit_Add_2D_Exit(1, 294, 68, 544, 236, 0); Ambient_Sounds_Add_Looping_Sound(kSfxFIREBD1, 18, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 40, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxUGBED2, 40, 0, 1); Ambient_Sounds_Add_Sound(kSfxPIPER1, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxSQUEAK1, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxYELL1M2, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxYELL1M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxGRUNT1M1, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxGRUNT2M3, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxSQUEAK3, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxSQUEAK5, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxBANG2, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxBANG4, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxBANG5, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxBANG6, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); } void SceneScriptUG06::SceneLoaded() { Obstacle_Object("BOX06", true); Unobstacle_Object("BOX06", true); Unobstacle_Object("BOX07", true); Unobstacle_Object("BOX16", true); Unobstacle_Object("BOX05", true); } bool SceneScriptUG06::MouseClick(int x, int y) { return false; } bool SceneScriptUG06::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptUG06::ClickedOnActor(int actorId) { return false; } bool SceneScriptUG06::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptUG06::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 23.0f, 0.0f, 321.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagUG06toUG04); Set_Enter(kSetUG04, kSceneUG04); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 66.0f, 0.0f, -90.0f, 0, true, false, 0)) { Actor_Face_Heading(kActorMcCoy, 0, false); Loop_Actor_Travel_Stairs(kActorMcCoy, 17, 1, kAnimationModeIdle); Loop_Actor_Walk_To_XYZ(kActorMcCoy, 66.0f, 153.0f, -446.0f, 0, false, false, 0); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagUG06toNR01); Set_Enter(kSetNR01, kSceneNR01); } return true; } return false; } bool SceneScriptUG06::ClickedOn2DRegion(int region) { return false; } void SceneScriptUG06::SceneFrameAdvanced(int frame) { } void SceneScriptUG06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptUG06::PlayerWalkedIn() { if (Game_Flag_Query(kFlagUG04toUG06)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 23.0f, 0.0f, 273.0f, 0, false, false, 0); Game_Flag_Reset(kFlagUG04toUG06); } if (Game_Flag_Query(kFlagNR01toUG06)) { Loop_Actor_Travel_Stairs(kActorMcCoy, 17, false, kAnimationModeIdle); Loop_Actor_Walk_To_XYZ(kActorMcCoy, 66.0f, 0.0f, -36.91f, 0, false, false, 0); Game_Flag_Reset(kFlagNR01toUG06); } if ( Global_Variable_Query(kVariableChapter) == 4 && !Game_Flag_Query(kFlagUG06Chapter4Started) ) { Player_Loses_Control(); Actor_Voice_Over(2620, kActorVoiceOver); Actor_Voice_Over(2630, kActorVoiceOver); Actor_Voice_Over(2640, kActorVoiceOver); Actor_Voice_Over(2650, kActorVoiceOver); Actor_Voice_Over(2660, kActorVoiceOver); Actor_Voice_Over(2670, kActorVoiceOver); Actor_Voice_Over(2680, kActorVoiceOver); Actor_Voice_Over(2690, kActorVoiceOver); Actor_Voice_Over(2700, kActorVoiceOver); Player_Gains_Control(); Game_Flag_Set(kFlagUG06Chapter4Started); Autosave_Game(2); } //return false; } void SceneScriptUG06::PlayerWalkedOut() { } void SceneScriptUG06::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner