/* 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/script.h" namespace BladeRunner { void ScriptUG06::InitializeScene() { if (Game_Flag_Query(680)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Outtake_Play(7, 0, -1); if (Game_Flag_Query(560)) { Outtake_Play(9, 0, -1); } else { Outtake_Play(8, 0, -1); } Game_Flag_Reset(680); } if (Game_Flag_Query(340)) { Setup_Scene_Information(23.0f, 0.0f, 321.0f, 0); } else if (Game_Flag_Query(343)) { Setup_Scene_Information(66.0f, 153.0f, -301.4f, 512); } else { Setup_Scene_Information(-165.0f, 1.0f, 89.0f, 990); } Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3); Scene_Exit_Add_2D_Exit(1, 294, 68, 544, 236, 0); Ambient_Sounds_Add_Looping_Sound(288, 18, 0, 1); Ambient_Sounds_Add_Looping_Sound(332, 40, 0, 1); Ambient_Sounds_Add_Looping_Sound(333, 40, 0, 1); Ambient_Sounds_Add_Sound(234, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(235, 2, 190, 12, 16, -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(398, 2, 120, 11, 12, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(392, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(394, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(225, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(227, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(228, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0); Ambient_Sounds_Add_Sound(229, 2, 190, 12, 16, -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 ScriptUG06::SceneLoaded() { Obstacle_Object("BOX06", true); Unobstacle_Object("BOX06", true); Unobstacle_Object("BOX07", true); Unobstacle_Object("BOX16", true); Unobstacle_Object("BOX05", true); } bool ScriptUG06::MouseClick(int x, int y) { return false; } bool ScriptUG06::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool ScriptUG06::ClickedOnActor(int actorId) { return false; } bool ScriptUG06::ClickedOnItem(int itemId, bool a2) { return false; } bool ScriptUG06::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(0, 23.0f, 0.0f, 321.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(341); Set_Enter(77, 89); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(0, 66.0f, 0.0f, -90.0f, 0, 1, false, 0)) { Actor_Face_Heading(0, 0, false); Loop_Actor_Travel_Stairs(0, 17, 1, 0); Loop_Actor_Walk_To_XYZ(0, 66.0f, 153.0f, -446.0f, 0, 0, false, 0); Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(342); Set_Enter(54, 54); } return true; } return false; } bool ScriptUG06::ClickedOn2DRegion(int region) { return false; } void ScriptUG06::SceneFrameAdvanced(int frame) { } void ScriptUG06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void ScriptUG06::PlayerWalkedIn() { if (Game_Flag_Query(340)) { Loop_Actor_Walk_To_XYZ(0, 23.0f, 0.0f, 273.0f, 0, 0, false, 0); Game_Flag_Reset(340); } if (Game_Flag_Query(343)) { Loop_Actor_Travel_Stairs(0, 17, 0, 0); Loop_Actor_Walk_To_XYZ(0, 66.0f, 0.0f, -36.91f, 0, 0, false, 0); Game_Flag_Reset(343); } if (Global_Variable_Query(1) == 4 && !Game_Flag_Query(524)) { Player_Loses_Control(); Actor_Voice_Over(2620, 99); Actor_Voice_Over(2630, 99); Actor_Voice_Over(2640, 99); Actor_Voice_Over(2650, 99); Actor_Voice_Over(2660, 99); Actor_Voice_Over(2670, 99); Actor_Voice_Over(2680, 99); Actor_Voice_Over(2690, 99); Actor_Voice_Over(2700, 99); Player_Gains_Control(); Game_Flag_Set(524); Autosave_Game(2); } //return false; } void ScriptUG06::PlayerWalkedOut() { } void ScriptUG06::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner