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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.h"
namespace BladeRunner {
void SceneScriptCT03::InitializeScene() {
if (Game_Flag_Query(719)) {
Setup_Scene_Information(-852.58f, -621.3f, 285.6f, 0);
} else if (Game_Flag_Query(69)) {
Game_Flag_Reset(69);
Setup_Scene_Information(-557.1f, -616.31f, 224.29f, 249);
} else if (Game_Flag_Query(73)) {
Game_Flag_Reset(73);
Setup_Scene_Information(-173.99f, -619.19f, 347.54f, 808);
} else {
Setup_Scene_Information(-708.58f, -619.19f, 277.6f, 239);
}
Scene_Exit_Add_2D_Exit(0, 0, 460, 639, 479, 2);
Scene_Exit_Add_2D_Exit(1, 40, 40, 134, 302, 3);
Scene_Exit_Add_2D_Exit(2, 390, 0, 539, 230, 1);
Ambient_Sounds_Add_Looping_Sound(54, 50, 1, 1);
Ambient_Sounds_Add_Looping_Sound(56, 22, -100, 1);
Ambient_Sounds_Add_Looping_Sound(105, 34, -100, 1);
Ambient_Sounds_Add_Sound(68, 10, 40, 33, 50, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(69, 10, 40, 33, 50, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(61, 3, 30, 8, 10, -100, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(62, 3, 30, 8, 10, -100, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(63, 3, 30, 8, 10, -100, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(64, 3, 30, 8, 10, -100, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Speech_Sound(60, 0, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(60, 20, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(60, 40, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Speech_Sound(60, 50, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1);
Ambient_Sounds_Add_Sound(376, 10, 60, 33, 50, -100, 100, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(377, 10, 60, 33, 50, -100, 100, -101, -101, 0, 0);
}
void SceneScriptCT03::SceneLoaded() {
Obstacle_Object("TRASH CAN", true);
Unclickable_Object("TRASH CAN");
Footstep_Sounds_Set(0, 0);
Footstep_Sounds_Set(1, 1);
}
bool SceneScriptCT03::MouseClick(int x, int y) {
return false;
}
bool SceneScriptCT03::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptCT03::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptCT03::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptCT03::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -745.09f, -619.09f, 293.36f, 0, 1, false, 0)) {
Game_Flag_Set(71);
Set_Enter(4, 13);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -604.38f, -616.15f, 221.6f, 0, 1, false, 0)) {
Game_Flag_Set(70);
Set_Enter(27, 14);
}
return true;
}
if (exitId == 2) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -150.0f, -621.3f, 357.0f, 0, 1, false, 0)) {
Game_Flag_Set(72);
Async_Actor_Walk_To_XYZ(kActorMcCoy, -67.0f, -621.3f, 477.0f, 0, false);
Set_Enter(5, 16);
}
return true;
}
return false;
}
bool SceneScriptCT03::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptCT03::SceneFrameAdvanced(int frame) {
}
void SceneScriptCT03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptCT03::PlayerWalkedIn() {
if (Actor_Query_Goal_Number(kActorZuben) == 2) {
Actor_Set_Goal_Number(kActorZuben, 13);
}
}
void SceneScriptCT03::PlayerWalkedOut() {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
}
void SceneScriptCT03::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner
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