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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 SceneScriptMA08::InitializeScene() {
Setup_Scene_Information(0, 0, 0, 0);
Ambient_Sounds_Add_Looping_Sound(381, 100, 1, 1);
Ambient_Sounds_Add_Sound(68, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(69, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(375, 60, 180, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(376, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
Ambient_Sounds_Add_Sound(377, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
}
void SceneScriptMA08::SceneLoaded() {
Obstacle_Object("(undefined)", true);
Clickable_Object("(undefined)");
}
bool SceneScriptMA08::MouseClick(int x, int y) {
return false;
}
bool SceneScriptMA08::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptMA08::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptMA08::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptMA08::ClickedOnExit(int exitId) {
return false;
}
bool SceneScriptMA08::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptMA08::SceneFrameAdvanced(int frame) {
}
void SceneScriptMA08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptMA08::PlayerWalkedIn() {
}
void SceneScriptMA08::PlayerWalkedOut() {
}
void SceneScriptMA08::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner
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