/* 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 SceneScriptUG09::InitializeScene() { if (Game_Flag_Query(433)) { Setup_Scene_Information(-67.0f, 156.94f, -425.0f, 500); Game_Flag_Reset(433); } else { Setup_Scene_Information(-53.0f, 156.94f, 174.0f, 1000); Game_Flag_Reset(427); } 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(105, 71, 0, 1); Ambient_Sounds_Add_Looping_Sound(95, 45, 0, 1); Ambient_Sounds_Add_Looping_Sound(332, 76, 0, 1); Ambient_Sounds_Add_Sound(291, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(292, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(294, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(401, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(402, 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(397, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(398, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(295, 2, 20, 25, 33, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(303, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(304, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(305, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(1, 5, 50, 47, 57, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(57, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(58, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(307, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(308, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(198, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(199, 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, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(432); Set_Enter(4, 24); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -53.0f, 156.94f, 206.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(428); Set_Enter(80, 92); } 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(1) == 4 && Game_Flag_Query(623)) { Game_Flag_Set(630); } } void SceneScriptUG09::PlayerWalkedOut() { if (Global_Variable_Query(1) == 4 && Global_Variable_Query(1) != 5) { Game_Flag_Reset(630); } if (Game_Flag_Query(432)) { Game_Flag_Set(176); Game_Flag_Reset(259); } } void SceneScriptUG09::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner