/* 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 SceneScriptUG12::InitializeScene() { if (Game_Flag_Query(kFlagKP02toUG12)) { Setup_Scene_Information(207.0f, -126.21f, -364.0f, 561); Game_Flag_Reset(kFlagKP02toUG12); } else { Setup_Scene_Information(375.0f, -126.21f, 180.0f, 730); Game_Flag_Reset(kFlagUG14toUG12); } Scene_Exit_Add_2D_Exit(0, 538, 222, 615, 346, 1); if (Game_Flag_Query(kFlagKP02Available)) { Scene_Exit_Add_2D_Exit(1, 334, 176, 426, 266, 0); } Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 47, 60, 1); Ambient_Sounds_Add_Looping_Sound(kSfxUGBED1, 40, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxUGBED2, 40, 0, 1); 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(kSfxYELL1M1, 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(kSfxGRUNT2M1, 2, 120, 11, 12, -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(kFlagKP02Available)) { Scene_Loop_Set_Default(2); } else { Scene_Loop_Set_Default(0); } } void SceneScriptUG12::SceneLoaded() { Unobstacle_Object("GATE1", true); Obstacle_Object("TRAIN WRECK", true); } bool SceneScriptUG12::MouseClick(int x, int y) { return false; } bool SceneScriptUG12::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptUG12::ClickedOnActor(int actorId) { return false; } bool SceneScriptUG12::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptUG12::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 375.0f, -126.21f, 180.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagUG12toUG14); Set_Enter(kSetUG14, kSceneUG14); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 207.0f, -126.21f, -364.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagUG12toKP02); Set_Enter(kSetKP02, kSceneKP02); } return true; } return false; } bool SceneScriptUG12::ClickedOn2DRegion(int region) { return false; } void SceneScriptUG12::SceneFrameAdvanced(int frame) { } void SceneScriptUG12::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptUG12::PlayerWalkedIn() { } void SceneScriptUG12::PlayerWalkedOut() { } void SceneScriptUG12::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner