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https://github.com/scummvm/scummvm.git
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130 lines
4.0 KiB
C++
130 lines
4.0 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 SceneScriptCT51::InitializeScene() {
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Setup_Scene_Information(0.0f, 0.0f, -102.0f, 470);
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Game_Flag_Reset(379);
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Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3);
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Ambient_Sounds_Add_Looping_Sound(381, 100, 1, 1);
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Ambient_Sounds_Add_Sound(68, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(69, 60, 180, 16, 25, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(375, 60, 180, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(376, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(377, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0);
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Scene_Loop_Start_Special(0, 0, 0);
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Scene_Loop_Set_Default(1);
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}
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void SceneScriptCT51::SceneLoaded() {
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Unobstacle_Object("BLANKET03", true);
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Clickable_Object("BED02");
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if (!Actor_Clue_Query(kActorMcCoy, kClueRagDoll)) {
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Item_Add_To_World(85, 943, 6, 44.0f, 0.0f, -95.0f, 540, 24, 24, false, true, false, true);
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}
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if (!Actor_Clue_Query(kActorMcCoy, kClueMoonbus1)) {
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Item_Add_To_World(120, 984, 6, 44.0f, 0.0f, -22.0f, 0, 12, 12, false, true, false, true);
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}
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}
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bool SceneScriptCT51::MouseClick(int x, int y) {
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return true;
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}
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bool SceneScriptCT51::ClickedOn3DObject(const char *objectName, bool a2) {
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if (Object_Query_Click("BED02", objectName)) {
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if (Actor_Clue_Query(kActorMcCoy, kClueHysteriaToken)) {
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Actor_Says(kActorMcCoy, 8580, 12);
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return false;
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}
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Item_Pickup_Spin_Effect(970, 203, 200);
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Actor_Clue_Acquire(kActorMcCoy, kClueHysteriaToken, 1, -1);
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Actor_Voice_Over(420, kActorVoiceOver);
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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 SceneScriptCT51::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptCT51::ClickedOnItem(int itemId, bool a2) {
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if (itemId == 85) {
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Actor_Clue_Acquire(kActorMcCoy, kClueRagDoll, 1, -1);
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Item_Pickup_Spin_Effect(943, 260, 200);
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Ambient_Sounds_Play_Sound(563, 40, 99, 0, 0);
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Item_Remove_From_World(85);
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return true;
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}
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if (itemId == 120) {
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Actor_Clue_Acquire(kActorMcCoy, kClueMoonbus1, 1, -1);
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Item_Pickup_Spin_Effect(984, 490, 307);
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Item_Remove_From_World(120);
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Actor_Says(kActorMcCoy, 8527, 3);
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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 SceneScriptCT51::ClickedOnExit(int exitId) {
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if (exitId == 1) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 0.0f, 0.0f, -102.0f, 0, 1, false, 0)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -11.0f, 0.0f, -156.0f, 0, 0, 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(380);
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Set_Enter(6, kSceneCT08);
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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 SceneScriptCT51::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptCT51::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptCT51::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptCT51::PlayerWalkedIn() {
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}
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void SceneScriptCT51::PlayerWalkedOut() {
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if (!Actor_Clue_Query(kActorMcCoy, kClueRagDoll)) {
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Item_Remove_From_World(85);
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}
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}
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void SceneScriptCT51::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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