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151
engines/bladerunner/script/scene/nr09.cpp
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151
engines/bladerunner/script/scene/nr09.cpp
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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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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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 SceneScriptNR09::InitializeScene() {
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if (Game_Flag_Query(kFlagNR10toNR09)) {
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if (!Game_Flag_Query(kFlagNR10CameraDestroyed)) {
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Ambient_Sounds_Adjust_Looping_Sound(kSfx35MM, 22, 100, 2u);
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}
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Game_Flag_Reset(kFlagNR10toNR09);
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Setup_Scene_Information(-556.07f, 0.35f, 399.04f, 440);
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} else {
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if (!Game_Flag_Query(kFlagNR10CameraDestroyed)) {
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Ambient_Sounds_Add_Looping_Sound(kSfx35MM, 22, 100, 1);
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}
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Setup_Scene_Information(-704.07f, 0.35f, 663.04f, 0);
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}
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Scene_Exit_Add_2D_Exit(0, 400, 100, 440, 280, 1);
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Scene_Exit_Add_2D_Exit(1, 0, 0, 30, 479, 3);
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Ambient_Sounds_Add_Looping_Sound(kSfxCTDRONE1, 22, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(kSfxBRBED5, 33, 0, 1);
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Ambient_Sounds_Add_Sound(kSfxBBGRN1, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN2, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBGRN3, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 2, 50, 7, 17, -100, 100, -101, -101, 0, 0);
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}
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void SceneScriptNR09::SceneLoaded() {
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Obstacle_Object("X2NEWSPAPER", true);
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Unobstacle_Object("X2NEWSPAPER", true);
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Unclickable_Object("X2NEWSPAPER");
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}
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bool SceneScriptNR09::MouseClick(int x, int y) {
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return false;
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}
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bool SceneScriptNR09::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptNR09::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptNR09::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptNR09::ClickedOnExit(int exitId) {
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if (exitId == 0) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -564.07f, 0.35f, 399.04f, 0, true, false, false)) {
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Game_Flag_Set(kFlagNR09toNR10);
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Set_Enter(kSetNR10, kSceneNR10);
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return true;
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}
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}
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if (exitId == 1) {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1u);
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int v1 = Loop_Actor_Walk_To_XYZ(kActorMcCoy, -704.07f, 0.35f, 663.04f, 0, true, false, false);
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if (!v1) {
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Game_Flag_Set(kFlagNR09toNR08);
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Set_Enter(kSetNR05_NR08, kSceneNR08);
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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 SceneScriptNR09::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptNR09::SceneFrameAdvanced(int frame) {
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if (!Music_Is_Playing()) {
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playNextMusic();
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}
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}
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void SceneScriptNR09::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptNR09::PlayerWalkedIn() {
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if (Game_Flag_Query(kFlagNR08toNR09)) {
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Loop_Actor_Walk_To_XYZ(kActorMcCoy, -704.07f, 0.35f, 623.04f, 0, false, false, false);
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Game_Flag_Reset(kFlagNR08toNR09);
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}
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//return false;
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}
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void SceneScriptNR09::PlayerWalkedOut() {
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if (Game_Flag_Query(kFlagNR09toNR10)) {
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Music_Stop(2u);
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}
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}
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void SceneScriptNR09::DialogueQueueFlushed(int a1) {
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}
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void SceneScriptNR09::playNextMusic() {
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if (Music_Is_Playing()) {
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Music_Adjust(31, -80, 2u);
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} else {
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int track = Global_Variable_Query(kVariableEarlyQBackMusic);
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int loop = kMusicLoopPlayOnce;
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if (_vm->_cutContent && Random_Query(0, 2) == 1) {
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loop = kMusicLoopPlayOnceRandomStart;
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}
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if (track == 0) {
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Music_Play(kMusicDkoDnce1, 61, -80, 2, -1, loop, 0);
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} else if (track == 1) {
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Music_Play(kMusicStrip1, 41, -80, 2, -1, loop, 0);
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} else if (track == 2) {
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Music_Play(kMusicArkDnce1, 41, -80, 2, -1, loop, 0);
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}
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++track;
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if (track > 2) {
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track = 0;
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}
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Global_Variable_Set(kVariableEarlyQBackMusic, track);
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}
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}
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} // End of namespace BladeRunner
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