/* 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 SceneScriptUG19::InitializeScene() { if (Game_Flag_Query(kFlagMA07toUG19)) { Setup_Scene_Information(67.03f, 105.0f, -74.97f, 256); } else { Setup_Scene_Information(181.0f, 11.52f, -18.0f, 777); } Scene_Exit_Add_2D_Exit(0, 351, 0, 491, 347, 0); Scene_Exit_Add_2D_Exit(1, 548, 124, 639, 369, 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(293, 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(295, 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(369, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(396, 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(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(306, 5, 50, 27, 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(196, 5, 50, 27, 37, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(197, 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 SceneScriptUG19::SceneLoaded() { Obstacle_Object("LADDER", true); Unclickable_Object("LADDER"); Footstep_Sounds_Set(1, 0); Footstep_Sounds_Set(0, 3); } bool SceneScriptUG19::MouseClick(int x, int y) { return false; } bool SceneScriptUG19::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptUG19::ClickedOnActor(int actorId) { return false; } bool SceneScriptUG19::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptUG19::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 67.03f, 7.29f, -74.97f, 0, true, false, 0)) { Actor_Face_Heading(kActorMcCoy, 256, false); Footstep_Sound_Override_On(3); Loop_Actor_Travel_Ladder(kActorMcCoy, 8, true, kAnimationModeIdle); Footstep_Sound_Override_Off(); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagUG19toMA07); Set_Enter(kSetMA07, kSceneMA07); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 181.0f, 11.52f, -18.0f, 0, true, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(kFlagUG19toUG14); Set_Enter(kSetUG14, kSceneUG14); } return true; } return false; } bool SceneScriptUG19::ClickedOn2DRegion(int region) { return false; } void SceneScriptUG19::SceneFrameAdvanced(int frame) { } void SceneScriptUG19::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptUG19::PlayerWalkedIn() { if (Game_Flag_Query(kFlagUG14toUG19)) { Game_Flag_Reset(kFlagUG14toUG19); Loop_Actor_Walk_To_XYZ(kActorMcCoy, 129.0f, 11.52f, -18.0f, 0, false, false, 0); } else { Game_Flag_Reset(kFlagMA07toUG19); Footstep_Sound_Override_On(3); Loop_Actor_Travel_Ladder(kActorMcCoy, 8, false, kAnimationModeIdle); Footstep_Sound_Override_Off(); } } void SceneScriptUG19::PlayerWalkedOut() { } void SceneScriptUG19::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner