mirror of
https://github.com/scummvm/scummvm.git
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143 lines
4.4 KiB
C++
143 lines
4.4 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/script.h"
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namespace BladeRunner {
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void ScriptMA05::InitializeScene() {
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if (Global_Variable_Query(1) != 2 && Global_Variable_Query(1) != 3) {
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Setup_Scene_Information(-7204.0f, 953.97f, 1651.0f, 0);
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} else {
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Setup_Scene_Information(-7207.0f, 956.17f, 1564.0f, 0);
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}
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Scene_Exit_Add_2D_Exit(0, 432, 21, 471, 226, 1);
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Ambient_Sounds_Add_Looping_Sound(101, 90, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(99, 40, -100, 1);
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Ambient_Sounds_Add_Looping_Sound(103, 50, 60, 1);
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Ambient_Sounds_Add_Speech_Sound(60, 0, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(60, 20, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(60, 40, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Speech_Sound(60, 50, 10, 260, 27, 47, -100, 100, -101, -101, 1, 1);
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Ambient_Sounds_Add_Sound(68, 10, 100, 25, 50, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(69, 10, 100, 25, 50, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(375, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(376, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(87, 10, 70, 25, 25, -100, 0, -101, -101, 0, 0);
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if (sub_401990()) {
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Ambient_Sounds_Add_Sound(403, 3, 3, 32, 32, 100, 100, -101, -101, 0, 0);
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}
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if (Global_Variable_Query(1) != 2 && Global_Variable_Query(1) != 3) {
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Scene_Loop_Start_Special(0, 0, 0);
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}
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Scene_Loop_Set_Default(1);
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}
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void ScriptMA05::SceneLoaded() {
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Obstacle_Object("Z-BOX-RAIL03", true);
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Footstep_Sounds_Set(0, 0);
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Footstep_Sounds_Set(1, 3);
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}
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bool ScriptMA05::MouseClick(int x, int y) {
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return false;
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}
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bool ScriptMA05::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool ScriptMA05::ClickedOnActor(int actorId) {
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return false;
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}
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bool ScriptMA05::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool ScriptMA05::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(0, -7199.0f, 956.17f, 1579.0f, 0, 0, false, 0)) {
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Loop_Actor_Walk_To_XYZ(0, -7199.0f, 956.17f, 1579.0f, 0, 0, false, 0);
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Game_Flag_Set(63);
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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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Async_Actor_Walk_To_XYZ(0, -7199.0f, 953.97f, 1685.0f, 0, false);
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Set_Enter(50, 50);
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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 ScriptMA05::ClickedOn2DRegion(int region) {
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return false;
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}
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void ScriptMA05::SceneFrameAdvanced(int frame) {
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if (frame == 20) {
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Sound_Play(102, 70, -100, 100, 50);
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}
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//return true;
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}
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void ScriptMA05::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void ScriptMA05::PlayerWalkedIn() {
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Music_Play(2, 52, 0, 2, -1, 0, 0);
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if ((Random_Query(0, 4) == 1 || (Game_Flag_Query(146) == 1 && !Game_Flag_Query(61))) && Global_Variable_Query(1) == 1) {
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Scene_Loop_Set_Default(1);
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Scene_Loop_Start_Special(2, 3, 1);
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Sound_Play(69, 100, 0, 0, 50);
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}
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if (Game_Flag_Query(146) && !Game_Flag_Query(61)) {
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if (!Game_Flag_Query(378)) {
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Actor_Voice_Over(1260, 99);
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Actor_Voice_Over(1270, 99);
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Actor_Voice_Over(1280, 99);
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Actor_Voice_Over(1290, 99);
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}
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Game_Flag_Set(61);
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Player_Gains_Control();
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}
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//return false;
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}
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void ScriptMA05::PlayerWalkedOut() {
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}
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void ScriptMA05::DialogueQueueFlushed(int a1) {
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}
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bool ScriptMA05::sub_401990() {
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return Global_Variable_Query(1) == 5
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&& !Actor_Clue_Query(0, 143)
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&& !Actor_Clue_Query(0, 144)
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&& !Actor_Clue_Query(0, 139)
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&& !Actor_Clue_Query(0, 140)
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&& !Actor_Clue_Query(0, 141)
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&& !Actor_Clue_Query(0, 142);
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}
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} // End of namespace BladeRunner
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