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131
engines/m4/riddle/rooms/section9/room901.cpp
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131
engines/m4/riddle/rooms/section9/room901.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 "common/config-manager.h"
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#include "m4/riddle/rooms/section9/room901.h"
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#include "m4/riddle/hotkeys.h"
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#include "m4/riddle/vars.h"
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#include "m4/gui/gui_sys.h"
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#include "m4/platform/keys.h"
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namespace M4 {
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namespace Riddle {
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namespace Rooms {
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void Room901::preload() {
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if (_G(game).room_id == 494)
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digi_preload("wind", 901);
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_G(player).walker_type = 1;
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_G(player).shadow_type = 1;
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_G(player).walker_in_this_scene = false;
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}
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void Room901::init() {
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// WORKAROUND: Original created a dummy file called believe.it
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// on first run with "Never forget the llama and the spleen."
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// For ScummVM, I've instead used a simple config manager flag
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if (!ConfMan.getBool("believe_it")) {
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ConfMan.setBool("believe_it", true);
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_G(game).previous_room = 494;
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digi_preload("wind", 901);
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_G(flags)[V001] = 1;
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}
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mouse_hide();
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player_set_commands_allowed(false);
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if (_G(game).previous_room == 494) {
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digi_play_loop("wind", 1, 255, -1, 901);
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kernel_timing_trigger(1, 10);
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interface_hide();
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AddSystemHotkey(KEY_ESCAPE, escapePressed);
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_G(kernel).call_daemon_every_loop = true;
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} else {
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kernel_timing_trigger(1, 5);
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interface_hide();
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AddSystemHotkey(KEY_ESCAPE, escapePressed);
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}
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}
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void Room901::daemon() {
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switch (_G(kernel).trigger) {
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case 5:
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kernel_timing_trigger(300, 6);
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break;
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case 6:
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disable_player_commands_and_fade_init(7);
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break;
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case 7:
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case 56:
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AddSystemHotkey(KEY_ESCAPE, Hotkeys::escape_key_pressed);
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AddSystemHotkey(KEY_F2, Hotkeys::saveGame);
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AddSystemHotkey(KEY_F3, Hotkeys::loadGame);
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_G(game).setRoom(494);
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break;
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case 10:
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kernel_timing_trigger(300, 20);
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break;
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case 20:
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digi_play_loop("wind", 2, 255, -1, 901);
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kernel_timing_trigger(100, 21);
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disable_player_commands_and_fade_init(30);
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break;
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case 21:
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digi_stop(1);
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break;
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case 30:
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adv_kill_digi_between_rooms(false);
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_G(game).setRoom(902);
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break;
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case 55:
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_G(game).setRoom(304);
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break;
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default:
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break;
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}
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bool mouseReleased = false;
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if (_G(MouseState).ButtonState) {
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_btnPressed = true;
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} else if (_btnPressed) {
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_btnPressed = false;
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mouseReleased = true;
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}
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if (mouseReleased)
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disable_player_commands_and_fade_init(55);
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}
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} // namespace Rooms
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} // namespace Riddle
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} // namespace M4
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