mirror of
https://github.com/scummvm/scummvm.git
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137 lines
4.7 KiB
C++
137 lines
4.7 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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 SceneScriptBB08::InitializeScene() {
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if (Game_Flag_Query(219)) {
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Setup_Scene_Information(204.0f, 0.0f, 92.0f, 875);
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} else {
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Setup_Scene_Information(247.0f, 0.0f, 27.0f, 790);
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}
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Scene_Exit_Add_2D_Exit(0, 307, 0, 361, 238, 0);
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Scene_Exit_Add_2D_Exit(1, 117, 38, 214, 245, 0);
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Ambient_Sounds_Add_Looping_Sound(105, 44, 0, 1);
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Ambient_Sounds_Add_Sound(291, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(292, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(293, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(294, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(295, 1, 20, 20, 25, -100, 100, -100, 100, 0, 0);
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Ambient_Sounds_Add_Sound(443, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(444, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(445, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(446, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(303, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(304, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(305, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(306, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(307, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(308, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(309, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(310, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0);
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if (!Game_Flag_Query(496)) {
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Overlay_Play("BB08OVER", 0, 0, 0, 0);
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Game_Flag_Set(496);
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}
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}
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void SceneScriptBB08::SceneLoaded() {
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Obstacle_Object("BATHTUB", true);
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Unobstacle_Object("DOORWAY", true);
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Unclickable_Object("BATHTUB");
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}
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bool SceneScriptBB08::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptBB08::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptBB08::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptBB08::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptBB08::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 204.0f, 0.1f, 94.0f, 0, 1, false, 0)) {
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Actor_Face_Heading(kActorMcCoy, 256, false);
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Footstep_Sound_Override_On(2);
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Loop_Actor_Travel_Ladder(kActorMcCoy, 8, 1, 0);
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Footstep_Sound_Override_Off();
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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Game_Flag_Set(218);
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Set_Enter(24, kSceneBB09);
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}
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return true;
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}
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if (exitId == 1) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 247.0f, 0.1f, 27.0f, 0, 1, false, 0)) {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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Game_Flag_Set(506);
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Set_Enter(102, kSceneBB12);
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}
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return true;
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}
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return false;
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}
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bool SceneScriptBB08::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptBB08::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptBB08::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptBB08::PlayerWalkedIn() {
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if (Game_Flag_Query(219)) {
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Actor_Set_At_XYZ(kActorMcCoy, 204.0f, 96.1f, 94.0f, 256);
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Footstep_Sound_Override_On(2);
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Loop_Actor_Travel_Ladder(kActorMcCoy, 8, 0, 0);
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Footstep_Sound_Override_Off();
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Actor_Face_Heading(kActorMcCoy, 768, false);
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Game_Flag_Reset(219);
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} else {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 188.0f, 0.1f, 28.0f, 0, 0, false, 0);
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}
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}
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void SceneScriptBB08::PlayerWalkedOut() {
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}
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void SceneScriptBB08::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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