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104 lines
3.8 KiB
C++
104 lines
3.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bladerunner/script/scene_script.h"
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namespace BladeRunner {
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void SceneScriptCT07::InitializeScene() {
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Setup_Scene_Information(202.32f, -58.23f, -12.86f, 225);
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Actor_Put_In_Set(kActorZuben, kSetCT07);
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Actor_Set_At_XYZ(kActorZuben, -9.68f, -58.23f, 11.14f, 250);
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Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 30, 90, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxCTDRONE1, 20, 1, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxCTAMBR1, 40, 100, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 0, 10u, 260u, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 20, 10u, 260u, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 40, 10u, 260u, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(kActorBlimpGuy, 50, 10u, 260u, 17, 24, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Sound(kSfxSPIN2A, 80, 180, 16, 25, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxSPIN2B, 50, 180, 16, 25, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDR2, 10, 60, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER2, 6, 50, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxTHNDER4, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxDISH1, 10, 30, 12, 14, 100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxDISH2, 10, 30, 12, 14, 100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxDISH3, 10, 30, 12, 14, 100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxDISH4, 10, 30, 12, 14, 100, 100, -101, -101, 0, 0);
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}
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void SceneScriptCT07::SceneLoaded() {
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Obstacle_Object("BOX01", true);
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Obstacle_Object("BOX02", true);
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Obstacle_Object("BOX03", true);
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Obstacle_Object("BOX04", true);
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Unclickable_Object("BOX01");
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Unclickable_Object("BOX02");
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Unclickable_Object("BOX03");
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Unclickable_Object("BOX04");
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}
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bool SceneScriptCT07::MouseClick(int x, int y) {
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return true;
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}
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bool SceneScriptCT07::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptCT07::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptCT07::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptCT07::ClickedOnExit(int exitId) {
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return false;
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}
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bool SceneScriptCT07::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptCT07::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptCT07::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptCT07::PlayerWalkedIn() {
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Player_Gains_Control();
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Non_Player_Actor_Combat_Mode_On(kActorZuben, kActorCombatStateIdle, false, kActorMcCoy, 2, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, 0, 100, 15, 300, false);
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Game_Flag_Set(kFlagCT07ZubenAttack);
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Actor_Face_Actor(kActorMcCoy, kActorZuben, true);
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}
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void SceneScriptCT07::PlayerWalkedOut() {
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Music_Stop(2u);
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}
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void SceneScriptCT07::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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