/* 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 SceneScriptUG14::InitializeScene() { if (Game_Flag_Query(349)) { Setup_Scene_Information(-278.0f, 12.97f, -152.0f, 200); } else if (Game_Flag_Query(344)) { Setup_Scene_Information(-50.0f, 129.0f, -814.0f, 533); } else { Setup_Scene_Information(233.0f, 186.04f, -32.0f, 865); } Scene_Exit_Add_2D_Exit(0, 0, 232, 45, 427, 3); Scene_Exit_Add_2D_Exit(1, 175, 44, 228, 115, 0); Scene_Exit_Add_2D_Exit(2, 537, 0, 639, 190, 1); Ambient_Sounds_Add_Looping_Sound(331, 28, 0, 1); Ambient_Sounds_Add_Looping_Sound(332, 40, 0, 1); Ambient_Sounds_Add_Looping_Sound(333, 40, 0, 1); Ambient_Sounds_Add_Sound(291, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(292, 2, 20, 20, 25, -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(293, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(294, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(295, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(303, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(304, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(305, 5, 50, 17, 37, -100, 100, -101, -101, 0, 0); } void SceneScriptUG14::SceneLoaded() { Obstacle_Object("OBSTACLE02", true); Unobstacle_Object("WALL_E_01", true); Unclickable_Object("OBSTACLE02"); } bool SceneScriptUG14::MouseClick(int x, int y) { return false; } bool SceneScriptUG14::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptUG14::ClickedOnActor(int actorId) { return false; } bool SceneScriptUG14::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptUG14::ClickedOnExit(int exitId) { float x, y, z; Actor_Query_XYZ(kActorMcCoy, &x, &y, &z); bool v1 = y > 57.0f; if (exitId > 2) { return false; } if (!exitId) { if (v1) { if (Loop_Actor_Walk_To_XYZ(kActorMcCoy, 141.47f, 128.92f, -150.16f, 0, 1, false, 0)) { return false; } Actor_Face_XYZ(kActorMcCoy, -14.53f, 12.12f, -150.16f, true); Footstep_Sound_Override_On(3); Loop_Actor_Travel_Stairs(kActorMcCoy, 13, 0, 0); Footstep_Sound_Override_Off(); } if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -278.0f, 12.97f, -152.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(348); Set_Enter(90, kSceneUG19); } return true; } if (exitId == 1) { if (!v1) { if (Loop_Actor_Walk_To_XYZ(kActorMcCoy, -14.53f, 12.12f, -150.16f, 0, 1, false, 0)) { return false; } Actor_Face_XYZ(kActorMcCoy, 141.47f, 128.92f, -150.16f, true); Footstep_Sound_Override_On(3); Loop_Actor_Travel_Stairs(kActorMcCoy, 13, 1, 0); Footstep_Sound_Override_Off(); } if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -50.0f, 129.0f, -814.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(345); Set_Enter(6, kSceneUG12); } return true; } if (exitId == 2) { if (!v1) { if (Loop_Actor_Walk_To_XYZ(kActorMcCoy, -14.53f, 12.12f, -150.16f, 0, 1, false, 0)) { return false; } Actor_Face_XYZ(kActorMcCoy, 141.47f, 128.92f, -150.16f, true); Footstep_Sound_Override_On(3); Loop_Actor_Travel_Stairs(kActorMcCoy, 13, 1, 0); Footstep_Sound_Override_Off(); } if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 157.0f, 128.92f, -108.01f, 0, 1, false, 0)) { Footstep_Sound_Override_On(3); Loop_Actor_Travel_Stairs(kActorMcCoy, 6, 1, 0); Footstep_Sound_Override_Off(); Loop_Actor_Walk_To_XYZ(kActorMcCoy, 233.0f, 186.04f, -32.0f, 0, 0, false, 0); Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(346); Set_Enter(83, kSceneUG10); } return true; } return false; } bool SceneScriptUG14::ClickedOn2DRegion(int region) { return false; } void SceneScriptUG14::SceneFrameAdvanced(int frame) { } void SceneScriptUG14::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptUG14::PlayerWalkedIn() { if (Game_Flag_Query(349)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -250.0f, 12.97f, -152.0f, 0, 0, false, 0); Game_Flag_Reset(349); } else if (Game_Flag_Query(344)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -50.0f, 129.0f, -604.0f, 0, 0, false, 0); Game_Flag_Reset(344); } else { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 157.0f, 186.04f, -44.01f, 0, 0, false, 0); Actor_Face_Heading(kActorMcCoy, 10, false); Footstep_Sound_Override_On(3); Loop_Actor_Travel_Stairs(kActorMcCoy, 6, 0, 0); Footstep_Sound_Override_Off(); Loop_Actor_Walk_To_XYZ(kActorMcCoy, 157.0f, 128.92f, -148.01f, 0, 0, false, 0); Actor_Face_Heading(kActorMcCoy, 807, false); Game_Flag_Reset(347); } if (Global_Variable_Query(kVariableChapter) == 4 && Game_Flag_Query(172) && !Game_Flag_Query(694)) { Overlay_Play("UG14OVER", 0, 0, 1, 0); Delay(1000); Actor_Face_Heading(kActorMcCoy, 609, false); Delay(3000); Actor_Voice_Over(270, kActorVoiceOver); Delay(2150); Actor_Voice_Over(300, kActorVoiceOver); Game_Flag_Set(694); } //return false; } void SceneScriptUG14::PlayerWalkedOut() { } void SceneScriptUG14::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner