mirror of
https://github.com/scummvm/scummvm.git
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145 lines
4.8 KiB
C++
145 lines
4.8 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
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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 SceneScriptHF02::InitializeScene() {
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if (Game_Flag_Query(567)) {
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Setup_Scene_Information(874.0f, 47.76f, -252.0f, 775);
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Game_Flag_Reset(567);
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} else if (Game_Flag_Query(528)) {
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Setup_Scene_Information(470.0f, 47.76f, -500.0f, 560);
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} else {
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Setup_Scene_Information(-18.0f, 47.76f, -288.0f, 275);
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}
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Scene_Exit_Add_2D_Exit(0, 0, 0, 30, 479, 3);
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Scene_Exit_Add_2D_Exit(1, 207, 66, 272, 207, 3);
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Ambient_Sounds_Add_Looping_Sound(340, 28, -100, 1);
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Ambient_Sounds_Add_Looping_Sound(341, 33, 0, 1);
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Ambient_Sounds_Add_Sound(181, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(182, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(183, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(184, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(185, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(186, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(188, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(189, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(190, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(191, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(192, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(193, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(194, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(195, 5, 70, 12, 12, -100, 100, -101, -101, 0, 0);
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}
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void SceneScriptHF02::SceneLoaded() {
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Obstacle_Object("BARD_NEON", true);
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Unclickable_Object("BARD_NEON");
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if (Actor_Query_Goal_Number(kActorSteele) == 234) {
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if (Game_Flag_Query(593)) {
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Actor_Set_Goal_Number(kActorSteele, 243);
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} else {
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Actor_Set_Goal_Number(kActorSteele, 240);
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}
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}
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}
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bool SceneScriptHF02::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptHF02::ClickedOn3DObject(const char *objectName, bool a2) {
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Sound_Play(342, 47, -80, 0, 50);
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return false;
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}
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bool SceneScriptHF02::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptHF02::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptHF02::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 42.0f, 47.76f, -296.0f, 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(309);
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Set_Enter(37, kSceneHF01);
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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, 470.0f, 47.76f, -444.0f, 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(527);
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Set_Enter(39, kSceneHF03);
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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 SceneScriptHF02::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptHF02::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptHF02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptHF02::PlayerWalkedIn() {
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if (Actor_Query_Goal_Number(kActorSteele) == 240) {
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Actor_Set_Goal_Number(kActorSteele, 241);
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}
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if (Game_Flag_Query(528)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 470.0f, 47.76f, -444.0f, 0, 0, false, 0);
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Game_Flag_Reset(528);
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} else if (Game_Flag_Query(308)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 42.0f, 47.76f, -296.0f, 0, 0, false, 0);
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Game_Flag_Reset(308);
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}
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if (Actor_Query_Goal_Number(kActorSteele) == 243) {
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if (Actor_Query_Goal_Number(kActorLucy) == 599) {
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Actor_Set_Goal_Number(kActorSteele, 244);
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} else {
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Actor_Set_Goal_Number(kActorSteele, 245);
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}
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}
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}
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void SceneScriptHF02::PlayerWalkedOut() {
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}
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void SceneScriptHF02::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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