138 lines
3.8 KiB
C++
138 lines
3.8 KiB
C++
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/* 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 ScriptPS06::InitializeScene() {
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Setup_Scene_Information(11257.26f, 707.3f, -4778.31f, 120);
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Scene_Exit_Add_2D_Exit(0, 610, 0, 639, 479, 1);
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(0);
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Ambient_Sounds_Add_Looping_Sound(388, 50, 1, 1);
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}
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void ScriptPS06::SceneLoaded() {
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Obstacle_Object("E.SCREEN02", true);
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Clickable_Object("E.SCREEN02");
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Clickable_Object("E.MONITOR1");
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Clickable_Object("E.SCREEN03");
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Clickable_Object("E.MONITOR3");
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}
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bool ScriptPS06::MouseClick(int x, int y) {
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return false;
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}
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bool ScriptPS06::ClickedOn3DObject(const char *objectName, bool a2) {
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if (Object_Query_Click("E.MONITOR1", objectName)) {
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ESPER_Flag_To_Activate();
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return true;
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}
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if (Object_Query_Click("E.SCREEN03", objectName) || Object_Query_Click("E.MONITOR3", objectName)) {
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Actor_Says(39, 330, 3);
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if (!Actor_Clue_Query(0, 111) || Actor_Clue_Query(0, 113) || Actor_Clue_Query(0, 114) || Actor_Clue_Query(0, 115)) {
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Actor_Clues_Transfer_New_To_Mainframe(0);
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Ambient_Sounds_Play_Sound(587, 50, 0, 0, 99);
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Delay(2000);
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Actor_Says(39, 340, 3);
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Actor_Clues_Transfer_New_From_Mainframe(0);
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Ambient_Sounds_Play_Sound(587, 50, 0, 0, 99);
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Delay(2000);
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Ambient_Sounds_Play_Sound(588, 80, 0, 0, 99);
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Actor_Says(39, 350, 3);
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return true;
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} else {
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Delay(2000);
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Actor_Voice_Over(3780, 99);
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Actor_Voice_Over(3790, 99);
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if (Game_Flag_Query(47)) {
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Actor_Voice_Over(3800, 99);
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Actor_Voice_Over(3810, 99);
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Actor_Voice_Over(3820, 99);
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Actor_Voice_Over(3830, 99);
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Actor_Clue_Acquire(0, 113, 1, -1);
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} else if (Game_Flag_Query(45)) {
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Actor_Voice_Over(3840, 99);
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Actor_Voice_Over(3850, 99);
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Actor_Voice_Over(3860, 99);
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Actor_Voice_Over(3870, 99);
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Actor_Clue_Acquire(0, 114, 1, -1);
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} else {
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Actor_Voice_Over(3880, 99);
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Actor_Voice_Over(3890, 99);
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Actor_Voice_Over(3900, 99);
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Actor_Voice_Over(3910, 99);
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Actor_Clue_Acquire(0, 115, 1, -1);
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}
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Actor_Clues_Transfer_New_To_Mainframe(0);
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Actor_Clues_Transfer_New_From_Mainframe(0);
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return true;
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}
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}
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return false;
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}
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bool ScriptPS06::ClickedOnActor(int actorId) {
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return false;
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}
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bool ScriptPS06::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool ScriptPS06::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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Game_Flag_Set(23);
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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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Set_Enter(15, 69);
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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 ScriptPS06::ClickedOn2DRegion(int region) {
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return false;
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}
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void ScriptPS06::SceneFrameAdvanced(int frame) {
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}
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void ScriptPS06::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void ScriptPS06::PlayerWalkedIn() {
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if (Game_Flag_Query(136)) {
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Game_Flag_Reset(136);
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}
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}
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void ScriptPS06::PlayerWalkedOut() {
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}
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void ScriptPS06::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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