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/* 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 SceneScriptCT07::InitializeScene() {
Setup_Scene_Information(202.32f, -58.23f, -12.86f, 225);
Actor_Put_In_Set(kActorZuben, kSetCT07);
Actor_Set_At_XYZ(kActorZuben, -9.68f, -58.23f, 11.14f, 250);
Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 30, 90, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxCTDRONE1, 20, 1, 1);
Ambient_Sounds_Add_Looping_Sound(kSfxCTAMBR1, 40, 100, 1);
Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 0, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 20, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 40, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 50, 10, 260, 17, 24, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Sound(kSfxSPIN2A, 80, 180, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxSPIN2B, 50, 180, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDR2, 10, 60, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER2, 6, 50, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxTHNDER4, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxDISH1, 10, 30, 12, 14, 100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxDISH2, 10, 30, 12, 14, 100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxDISH3, 10, 30, 12, 14, 100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(kSfxDISH4, 10, 30, 12, 14, 100, 100, -101, -101, 0, 0);
}
void SceneScriptCT07::SceneLoaded() {
Obstacle_Object("BOX01", true);
Obstacle_Object("BOX02", true);
Obstacle_Object("BOX03", true);
Obstacle_Object("BOX04", true);
Unclickable_Object("BOX01");
Unclickable_Object("BOX02");
Unclickable_Object("BOX03");
Unclickable_Object("BOX04");
}
bool SceneScriptCT07::MouseClick(int x, int y) {
return true;
}
bool SceneScriptCT07::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptCT07::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptCT07::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptCT07::ClickedOnExit(int exitId) {
return false;
}
bool SceneScriptCT07::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptCT07::SceneFrameAdvanced(int frame) {
}
void SceneScriptCT07::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptCT07::PlayerWalkedIn() {
Player_Gains_Control();
Non_Player_Actor_Combat_Mode_On(kActorZuben, kActorCombatStateIdle, false, kActorMcCoy, 2, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, 0, 100, 15, 300, false);
Game_Flag_Set(kFlagCT07ZubenAttack);
Actor_Face_Actor(kActorMcCoy, kActorZuben, true);
}
void SceneScriptCT07::PlayerWalkedOut() {
Music_Stop(2);
}
void SceneScriptCT07::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner
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