/* 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 SceneScriptUG09::InitializeScene() { if (Game_Flag_Query(kFlagCT12ToUG09)) { Setup_Scene_Information(-67.0f, 156.94f, -425.0f, 500); Game_Flag_Reset(kFlagCT12ToUG09); } else { Setup_Scene_Information(-53.0f, 156.94f, 174.0f, 1000); Game_Flag_Reset(kFlagUG07toUG09); } Scene_Exit_Add_2D_Exit(0, 204, 159, 392, 360, 0); Scene_Exit_Add_2D_Exit(1, 0, 455, 639, 479, 2); Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 71, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxBOILPOT2, 45, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 76, 0, 1); Ambient_Sounds_Add_Sound(kSfxBBDRIP1, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBDRIP2, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBDRIP4, 2, 20, 25, 33, -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(kSfxGRUNT2M2, 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(kSfxBBDRIP5, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSTEAM1, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSTEAM3, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSTEAM6A, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxZUBWLK3, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxZUBWLK4, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0); } void SceneScriptUG09::SceneLoaded() { Obstacle_Object("FACADE_CANOPY", true); Obstacle_Object("VW PROP SLAB", true); Obstacle_Object("WALL_LEFT FRONT", true); Unobstacle_Object("PATH_FRAGMENT 1", true); Unobstacle_Object("BOXS FOR ARCHWAY 02", true); Unobstacle_Object("BOXS FOR ARCHWAY 04", true); Unobstacle_Object("BOXS FOR ARCHWAY 05", true); Unobstacle_Object("BOX45", true); Unobstacle_Object("BOX44", true); Unobstacle_Object("BOX43", true); Unobstacle_Object("BOX42", true); Unobstacle_Object("BOX41", true); Unobstacle_Object("BOX40", true); Unobstacle_Object("BOX39", true); Unobstacle_Object("BOX38", true); Unobstacle_Object("BOX37", true); Unobstacle_Object("BOX36", true); Unobstacle_Object("BOX35", true); Unobstacle_Object("BOX34", true); Unobstacle_Object("BOX32", true); Clickable_Object("FACADE_CANOPY"); } bool SceneScriptUG09::MouseClick(int x, int y) { return false; } bool SceneScriptUG09::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptUG09::ClickedOnActor(int actorId) { return false; } bool SceneScriptUG09::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptUG09::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -67.0f, 156.94f, -425.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagUG09toCT12); Set_Enter(kSetCT01_CT12, kSceneCT12); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -53.0f, 156.94f, 206.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagUG09ToUG07); Set_Enter(kSetUG07, kSceneUG07); } return true; } return false; } bool SceneScriptUG09::ClickedOn2DRegion(int region) { return false; } void SceneScriptUG09::SceneFrameAdvanced(int frame) { //return false; } void SceneScriptUG09::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptUG09::PlayerWalkedIn() { if (Global_Variable_Query(kVariableChapter) == 4 && Game_Flag_Query(kFlagUG07Empty) ) { Game_Flag_Set(kFlagMutantsPaused); } } void SceneScriptUG09::PlayerWalkedOut() { if (Global_Variable_Query(kVariableChapter) == 4) { Game_Flag_Reset(kFlagMutantsPaused); } if (Game_Flag_Query(kFlagUG09toCT12)) { Game_Flag_Set(kFlagMcCoyInChinaTown); Game_Flag_Reset(kFlagMcCoyInUnderground); } } void SceneScriptUG09::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner