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https://github.com/scummvm/scummvm.git
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148 lines
5.0 KiB
C++
148 lines
5.0 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 SceneScriptKP02::InitializeScene() {
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if (Game_Flag_Query(414)) {
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Setup_Scene_Information(-884.0f, -615.49f, 3065.0f, 20);
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} else {
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Setup_Scene_Information(-1040.0f, -615.49f, 2903.0f, 339);
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Game_Flag_Reset(412);
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}
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Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3);
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Ambient_Sounds_Add_Looping_Sound(464, 34, 1, 1);
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Ambient_Sounds_Add_Looping_Sound(383, 27, 1, 1);
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Ambient_Sounds_Add_Looping_Sound(384, 90, 1, 1);
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Ambient_Sounds_Add_Sound(440, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(441, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(442, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(375, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(376, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(377, 5, 180, 50, 100, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(443, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(444, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(445, 2, 100, 25, 33, -100, 100, -101, -101, 0, 0);
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}
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void SceneScriptKP02::SceneLoaded() {
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Obstacle_Object("VAN GRATE", true);
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Clickable_Object("VAN GRATE");
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Unobstacle_Object("VAN GRATE", true);
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Unobstacle_Object("BOX05", true);
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Unobstacle_Object("BOX08", true);
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Unobstacle_Object("BOX09", true);
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Unobstacle_Object("BOX01", true);
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Unclickable_Object("VAN GRATE");
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}
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bool SceneScriptKP02::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptKP02::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptKP02::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptKP02::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptKP02::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1040.0f, -615.49f, 2903.0f, 0, 1, false, 0)) {
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if (Actor_Query_Goal_Number(kActorFreeSlotB) == 406 || Actor_Query_Goal_Number(kActorFreeSlotA) == 406) {
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Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotB);
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Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotA);
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Actor_Set_Goal_Number(kActorFreeSlotB, 400);
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Actor_Set_Goal_Number(kActorFreeSlotA, 400);
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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(411);
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Set_Enter(84, kSceneUG12);
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} else {
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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(411);
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Set_Enter(84, kSceneUG12);
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}
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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, -884.0f, -615.49f, 3065.0f, 0, 1, false, 0)) {
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if (Actor_Query_Goal_Number(kActorFreeSlotB) == 406 || Actor_Query_Goal_Number(kActorFreeSlotA) == 406) {
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Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotB);
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Non_Player_Actor_Combat_Mode_Off(kActorFreeSlotA);
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Actor_Set_Goal_Number(kActorFreeSlotB, 400);
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Actor_Set_Goal_Number(kActorFreeSlotA, 400);
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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(413);
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Set_Enter(44, kSceneKP01);
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} else {
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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(413);
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Set_Enter(44, kSceneKP01);
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}
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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 SceneScriptKP02::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptKP02::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptKP02::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptKP02::PlayerWalkedIn() {
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if (Game_Flag_Query(414)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -884.0f, -615.49f, 3035.0f, 0, 0, false, 0);
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Game_Flag_Reset(414);
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}
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if (Game_Flag_Query(653) && Actor_Query_Goal_Number(kActorSteele) != 599) {
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Actor_Set_Goal_Number(kActorSteele, 450);
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}
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//return false;
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}
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void SceneScriptKP02::PlayerWalkedOut() {
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}
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void SceneScriptKP02::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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