mirror of
https://github.com/scummvm/scummvm.git
synced 2026-06-20 05:45:29 +00:00
Fixed isseue of duplicating items in world Fixed fog issue with incorrect rendering in special occasions Added basic debugger console Refactored looping code for better readability
165 lines
4.7 KiB
C++
165 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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// Appears that names for "open" and "close" are switched
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enum kMA06Loops {
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kMA06LoopDoorOpen = 0,
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kMA06LoopMain = 1,
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kMA06LoopDoorClose = 3
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};
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void SceneScriptMA06::InitializeScene() {
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Setup_Scene_Information(40.0f, 1.0f, -20.0f, 400);
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Ambient_Sounds_Add_Looping_Sound(210, 50, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(408, 33, 0, 1);
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Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kMA06LoopDoorOpen, false);
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Scene_Loop_Set_Default(kMA06LoopMain);
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Sound_Play(209, 100, 50, 50, 100);
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}
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void SceneScriptMA06::SceneLoaded() {
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Obstacle_Object("PANEL", true);
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Clickable_Object("PANEL");
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Player_Loses_Control();
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}
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bool SceneScriptMA06::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptMA06::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptMA06::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptMA06::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptMA06::ClickedOnExit(int exitId) {
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return false;
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}
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bool SceneScriptMA06::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptMA06::SceneFrameAdvanced(int frame) {
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}
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void SceneScriptMA06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptMA06::PlayerWalkedIn() {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, 40.0f, 1.35f, 0.0f, 0, 0, false, 0);
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Actor_Face_Object(kActorMcCoy, "panel", true);
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Delay(500);
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activateElevator();
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if (isElevatorOnDifferentFloor()) {
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Sound_Play(114, 25, 0, 0, 50);
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Delay(4000);
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}
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Game_Flag_Reset(kFlagMA01toMA06);
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Game_Flag_Reset(kFlagMA02toMA06);
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Game_Flag_Reset(kFlagMA07toMA06);
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if (Game_Flag_Query(kFlagMA06toMA01)) {
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Set_Enter(kSetMA01, kSceneMA01);
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} else if (Game_Flag_Query(kFlagMA06ToMA02)) {
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Set_Enter(kSetMA02_MA04, kSceneMA02);
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} else {
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Set_Enter(kSetMA07, kSceneMA07);
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}
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA06LoopDoorClose, true);
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Sound_Play(208, 100, 50, 50, 50);
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//return true;
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}
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void SceneScriptMA06::PlayerWalkedOut() {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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Player_Gains_Control();
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}
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void SceneScriptMA06::DialogueQueueFlushed(int a1) {
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}
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bool SceneScriptMA06::isElevatorOnDifferentFloor() {
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return (Game_Flag_Query(kFlagMA01toMA06) && !Game_Flag_Query(kFlagMA06toMA01))
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|| (Game_Flag_Query(kFlagMA02toMA06) && !Game_Flag_Query(kFlagMA06ToMA02))
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|| (Game_Flag_Query(kFlagMA07toMA06) && !Game_Flag_Query(kFlagMA06toMA07));
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}
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void SceneScriptMA06::activateElevator() {
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Game_Flag_Reset(kFlagMA06toMA01);
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Game_Flag_Reset(kFlagMA06ToMA02);
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Game_Flag_Reset(kFlagMA06toMA07);
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while (true) {
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if (Game_Flag_Query(kFlagMA06ToMA02)) {
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break;
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}
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if (Game_Flag_Query(kFlagMA06toMA01)) {
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break;
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}
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if (Game_Flag_Query(kFlagMA06toMA07)) {
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break;
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}
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Actor_Says(kActorAnsweringMachine, 80, 3);
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Player_Gains_Control();
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int floor = Elevator_Activate(kElevatorMA);
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Player_Loses_Control();
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Scene_Loop_Start_Special(kSceneLoopModeOnce, kMA06LoopMain, true);
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if (floor > 1) {
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Game_Flag_Set(kFlagMA06toMA07);
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} else if (floor == 1) {
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if (Game_Flag_Query(kFlagSpinnerToMA01)) {
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Game_Flag_Set(kFlagMA06toMA01);
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} else {
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Sound_Play(412, 100, 0, 0, 50);
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Delay(500);
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Actor_Says(kActorAnsweringMachine, 610, 3);
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}
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} else { // floor == 0
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Actor_Says(kActorMcCoy, 2940, 18);
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if (Global_Variable_Query(kVariableChapter) == 4 && Game_Flag_Query(655)) {
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Sound_Play(412, 100, 0, 0, 50);
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Delay(500);
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Actor_Says(kActorAnsweringMachine, 610, 3);
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Delay(500);
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Actor_Says(kActorMcCoy, 8527, 3);
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} else {
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Game_Flag_Set(kFlagMA06ToMA02);
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Actor_Says(kActorAnsweringMachine, 90, 3);
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}
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}
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}
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}
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} // End of namespace BladeRunner
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