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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 SceneScriptUG12::InitializeScene() {
if (Game_Flag_Query(411)) {
Setup_Scene_Information(207.0f, -126.21f, -364.0f, 561);
Game_Flag_Reset(411);
} else {
Setup_Scene_Information(375.0f, -126.21f, 180.0f, 730);
Game_Flag_Reset(345);
}
Scene_Exit_Add_2D_Exit(0, 538, 222, 615, 346, 1);
if (Game_Flag_Query(373)) {
Scene_Exit_Add_2D_Exit(1, 334, 176, 426, 266, 0);
}
Ambient_Sounds_Add_Looping_Sound(105, 47, 60, 1);
Ambient_Sounds_Add_Looping_Sound(332, 40, 0, 1);
Ambient_Sounds_Add_Looping_Sound(333, 40, 0, 1);
Ambient_Sounds_Add_Sound(291, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(292, 2, 20, 20, 25, -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(293, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(294, 2, 20, 20, 25, -100, 100, -100, 100, 0, 0);
Ambient_Sounds_Add_Sound(295, 2, 20, 20, 25, -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);
if (Game_Flag_Query(373)) {
Scene_Loop_Set_Default(2);
} else {
Scene_Loop_Set_Default(0);
}
}
void SceneScriptUG12::SceneLoaded() {
Unobstacle_Object("GATE1", true);
Obstacle_Object("TRAIN WRECK", true);
}
bool SceneScriptUG12::MouseClick(int x, int y) {
return false;
}
bool SceneScriptUG12::ClickedOn3DObject(const char *objectName, bool a2) {
return false;
}
bool SceneScriptUG12::ClickedOnActor(int actorId) {
return false;
}
bool SceneScriptUG12::ClickedOnItem(int itemId, bool a2) {
return false;
}
bool SceneScriptUG12::ClickedOnExit(int exitId) {
if (exitId == 0) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 375.0f, -126.21f, 180.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(344);
Set_Enter(86, 98);
}
return true;
}
if (exitId == 1) {
if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 207.0f, -126.21f, -364.0f, 0, 1, false, 0)) {
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Game_Flag_Set(412);
Set_Enter(45, 42);
}
return true;
}
return false;
}
bool SceneScriptUG12::ClickedOn2DRegion(int region) {
return false;
}
void SceneScriptUG12::SceneFrameAdvanced(int frame) {
}
void SceneScriptUG12::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
}
void SceneScriptUG12::PlayerWalkedIn() {
}
void SceneScriptUG12::PlayerWalkedOut() {
}
void SceneScriptUG12::DialogueQueueFlushed(int a1) {
}
} // End of namespace BladeRunner
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