/* 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 { enum kUG08Loops { kUG08LoopElevatorComingUp = 0, kUG08LoopMainLoopElevator = 1, kUG08LoopElevatorGoingDown = 3, kUG08LoopMainNoElevator = 4 }; void SceneScriptUG08::InitializeScene() { if (Game_Flag_Query(kFlagUG13toUG08)) { Setup_Scene_Information(-124.0f, 93.18f, 71.0f, 745); } else { Setup_Scene_Information(-432.0f, 0.0f, -152.0f, 370); } Scene_Exit_Add_2D_Exit(0, 125, 220, 157, 303, 3); Scene_Exit_Add_2D_Exit(1, 353, 145, 552, 309, 1); Ambient_Sounds_Add_Looping_Sound(kSfxSTMLOOP7, 28, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 40, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxUGBED2, 40, 0, 1); Ambient_Sounds_Add_Sound(kSfxYELL1M1, 2, 120, 11, 12, -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(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(kSfxBBDRIP1, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBDRIP2, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBDRIP3, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBDRIP4, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBDRIP5, 2, 20, 20, 25, -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); if (!Game_Flag_Query(kFlagUG08Entered)) { Game_Flag_Set(kFlagUG08ElevatorUp); Game_Flag_Set(kFlagUG08Entered); } if (Game_Flag_Query(kFlagUG13toUG08)) { Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kUG08LoopElevatorComingUp, false); Scene_Loop_Set_Default(kUG08LoopMainLoopElevator); } else if (Game_Flag_Query(kFlagUG08ElevatorUp)) { Scene_Loop_Set_Default(kUG08LoopMainLoopElevator); } else { Scene_Loop_Set_Default(kUG08LoopMainNoElevator); } } void SceneScriptUG08::SceneLoaded() { Obstacle_Object("ELEV LEGS", true); Unobstacle_Object("ELEV LEGS", true); Unobstacle_Object("BOX RIGHT WALL ", true); } bool SceneScriptUG08::MouseClick(int x, int y) { return false; } bool SceneScriptUG08::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptUG08::ClickedOnActor(int actorId) { return false; } bool SceneScriptUG08::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptUG08::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -432.0f, 0.0f, -152.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagUG08toUG07); Set_Enter(kSetUG07, kSceneUG07); return false; } } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -312.0f, -2.0f, 152.0f, 0, true, false, 0)) { Actor_Face_Heading(kActorMcCoy, 240, false); Footstep_Sound_Override_On(2); Loop_Actor_Travel_Stairs(kActorMcCoy, 11, true, kAnimationModeIdle); Footstep_Sound_Override_Off(); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -118.02f, 93.02f, 52.76f, 0, false, false, 0); Player_Loses_Control(); Actor_Set_Invisible(kActorMcCoy, true); Game_Flag_Set(kFlagUG08toUG13); Game_Flag_Reset(kFlagUG08ElevatorUp); Set_Enter(kSetUG13, kSceneUG13); Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kUG08LoopElevatorGoingDown, false); return false; } } return false; } bool SceneScriptUG08::ClickedOn2DRegion(int region) { return false; } void SceneScriptUG08::SceneFrameAdvanced(int frame) { if (frame == 91) { Ambient_Sounds_Play_Sound(kSfxCARGELE2, 90, 0, 0, 100); } } void SceneScriptUG08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptUG08::PlayerWalkedIn() { if (Game_Flag_Query(kFlagUG13toUG08)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -167.0f, 93.18f, 71.0f, 0, false, false, 0); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -180.0f, 93.18f, 134.0f, 0, false, false, 0); Actor_Face_Heading(kActorMcCoy, 745, false); Footstep_Sound_Override_On(2); Loop_Actor_Travel_Stairs(kActorMcCoy, 11, 0, kAnimationModeIdle); Footstep_Sound_Override_Off(); Player_Gains_Control(); } Game_Flag_Reset(kFlagUG07toUG08); Game_Flag_Reset(kFlagUG13toUG08); } void SceneScriptUG08::PlayerWalkedOut() { } void SceneScriptUG08::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner