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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 SceneScriptUG04::InitializeScene() {
if (Game_Flag_Query(kFlagUG05toUG04)) {
Setup_Scene_Information( 0.0f, -1.74f, -2400.0f, 496);
Game_Flag_Reset(kFlagUG05toUG04);
} else if (Game_Flag_Query(kFlagUG06toUG04)) {
Setup_Scene_Information( 164.0f, 11.87f, -1013.0f, 83);
} else {
Setup_Scene_Information(-172.0f, 16.29f, -735.0f, 380);
Game_Flag_Reset(kFlagUG03toUG04);
}
Scene_Exit_Add_2D_Exit(0, 123, 308, 159, 413, 3);
if (Global_Variable_Query(kVariableChapter) > 3) {
Scene_Exit_Add_2D_Exit(1, 256, 333, 290, 373, 0);
}
Scene_Exit_Add_2D_Exit(2, 344, 298, 451, 390, 1);
Ambient_Sounds_Add_Looping_Sound(331, 25, 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(224, 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(229, 2, 190, 12, 16, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(368, 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(370, 2, 120, 11, 12, -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(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(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);
Scene_Loop_Start_Special(kSceneLoopModeLoseControl, 0, false);
Scene_Loop_Set_Default(1);
}
void SceneScriptUG04::SceneLoaded() {
Obstacle_Object("NAV", true);
Unobstacle_Object("RUBBLE", true);
Unobstacle_Object("FLOOR DEBRIS WADS", true);
Unobstacle_Object("FLOOR DEBRIS WADS01", true);
Unobstacle_Object("FLOOR DEBRIS WADS02", true);
}
bool SceneScriptUG04::MouseClick(int x, int y) {
return false;
}
bool SceneScriptUG04::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptUG04::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptUG04::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptUG04::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -172.0f, 16.29f, -735.0f, 0, true, false, 0)) {
Game_Flag_Set(kFlagUG04toUG03);
Set_Enter(kSetUG03, kSceneUG03);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 0.0f, -1.74f, -2400.0f, 0, true, false, 0)) {
Game_Flag_Set(kFlagUG04toUG05);
Set_Enter(kSetUG05, kSceneUG05);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 164.0f, 11.87f, -1013.0f, 0, true, false, 0)) {
Game_Flag_Set(kFlagUG04toUG06);
Set_Enter(kSetUG06, kSceneUG06);
}
return true;
}
return false;
}
bool SceneScriptUG04::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptUG04::SceneFrameAdvanced(int frame) {
if (frame == 1) {
Ambient_Sounds_Play_Sound(367, 90, -100, 100, 100);
}
}
void SceneScriptUG04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptUG04::PlayerWalkedIn() {
if (Game_Flag_Query(kFlagUG06toUG04)) {
Loop_Actor_Walk_To_XYZ(kActorMcCoy, 60.0f, -1.74f, -976.0f, 6, false, false, 0);
Game_Flag_Reset(kFlagUG06toUG04);
}
}
void SceneScriptUG04::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
}
void SceneScriptUG04::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner
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