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LEGO1/lego/legoomni/include/legoscripts.h
Normal file
32
LEGO1/lego/legoomni/include/legoscripts.h
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@ -0,0 +1,32 @@
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#ifndef LEGOSCRIPTS_H
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#define LEGOSCRIPTS_H
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typedef enum IntroScript {
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IntroScript_Lego_Movie = 0,
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IntroScript_Mindscape_Movie,
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IntroScript_Intro_Movie,
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IntroScript_Outro_Movie,
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IntroScript_BadEnd_Movie,
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IntroScript_GoodEnd_Movie
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};
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typedef enum InfomainScript {
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InfoMainScript_WelcomeDialogue = 500,
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InfoMainScript_RandomDialogue1 = 502,
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InfoMainScript_LetsGetStarted = 504,
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InfoMainScript_ReturnBack = 514,
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InfoMainScript_ExitConfirmation = 522,
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InfoMainScript_GoodEndingDialogue = 539,
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InfoMainScript_BadEndingDialogue = 540,
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InfoMainScript_PepperCharacterSelect = 541,
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InfoMainScript_MamaCharacterSelect = 542,
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InfoMainScript_PapaCharacterSelect = 543,
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InfoMainScript_OfficierCharacterSelect = 544,
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InfoMainScript_LoraCharacterSelect = 545,
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};
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typedef enum SndAmimScript {
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SndAmimScript_BookWig = 400
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};
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#endif // LEGOSCRIPTS_H
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@ -5,6 +5,7 @@
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#include "legogamestate.h"
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#include "legoinputmanager.h"
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#include "legoomni.h"
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#include "legoscripts.h"
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#include "legoutil.h"
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#include "legovideomanager.h"
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#include "mxactionnotificationparam.h"
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@ -146,19 +147,19 @@ MxLong Infocenter::HandleEndAction(MxParam& p_param)
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// Play dialogue when player selects character
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switch (m_unk0xfc) {
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case 1:
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PlayDialogue(541); // pepper
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PlayDialogue(InfoMainScript_PepperCharacterSelect); // pepper
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break;
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case 2:
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PlayDialogue(542); // mama brickolinea
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PlayDialogue(InfoMainScript_MamaCharacterSelect); // mama brickolinea
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break;
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case 3:
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PlayDialogue(543); // papa brickolinea
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PlayDialogue(InfoMainScript_PapaCharacterSelect); // papa brickolinea
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break;
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case 4:
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PlayDialogue(544); // officer nick brick
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PlayDialogue(InfoMainScript_OfficierCharacterSelect); // officer nick brick
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break;
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case 5:
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PlayDialogue(545); // lora brick
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PlayDialogue(InfoMainScript_LoraCharacterSelect); // lora brick
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break;
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default:
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break;
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@ -169,8 +170,7 @@ MxLong Infocenter::HandleEndAction(MxParam& p_param)
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MxLong result = m_radio.Notify(p_param);
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if (result == 0) {
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if (endedAction->GetAtomId() == m_atom || endedAction->GetAtomId() == *g_introScript) {
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// 514: if you want to get back ...
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if (endedAction->GetObjectId() == 514) {
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if (endedAction->GetObjectId() == InfoMainScript_ReturnBack) {
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ControlManager()->FUN_100293c0(0x10, endedAction->GetAtomId(), 0);
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m_unk0x1d6 = 0;
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}
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@ -179,22 +179,22 @@ MxLong Infocenter::HandleEndAction(MxParam& p_param)
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case 0:
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switch (m_currentCutScene) {
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case 0:
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PlayCutScene(1, FALSE); // Mindscape animation
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PlayCutScene(IntroScript_Mindscape_Movie, FALSE); // Mindscape animation
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return 1;
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case 1:
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PlayCutScene(2, TRUE); // Lego Island animation
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PlayCutScene(IntroScript_Intro_Movie, TRUE); // Lego Island animation
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return 1;
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case 4:
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StopCutScene();
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// play bad ending dialogue after bad ending cutscene
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PlayDialogue(540);
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PlayDialogue(InfoMainScript_BadEndingDialogue);
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m_currentCutScene = -1;
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return 1;
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case 5:
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StopCutScene();
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// play good ending dialogue after good ending cutscene
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PlayDialogue(539);
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PlayDialogue(InfoMainScript_GoodEndingDialogue);
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m_currentCutScene = -1;
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return 1;
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}
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@ -202,7 +202,7 @@ MxLong Infocenter::HandleEndAction(MxParam& p_param)
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// default / 2nd case probably?
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StopCutScene();
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m_infocenterState->SetUnknown0x74(11);
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PlayDialogue(500); // play welcome dialogue
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PlayDialogue(InfoMainScript_WelcomeDialogue); // play welcome dialogue
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m_currentCutScene = -1;
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if (m_infocenterState->GetInfocenterBufferElement(0) == 0) {
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m_unk0x1d2 = 1;
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@ -287,7 +287,7 @@ void Infocenter::VTable0x50()
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InitializeBitmaps();
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switch (m_infocenterState->GetUnknown0x74()) {
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case 3:
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PlayCutScene(0, TRUE);
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PlayCutScene(IntroScript_Lego_Movie, TRUE);
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m_infocenterState->SetUnknown0x74(0);
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return;
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case 4:
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@ -296,7 +296,7 @@ void Infocenter::VTable0x50()
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m_unk0x1d2 = 1;
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}
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PlayDialogue(504); // Play "Ok, lets get started" dialogue
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PlayDialogue(InfoMainScript_LetsGetStarted); // Play "Ok, lets get started" dialogue
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PlayMusic(11);
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FUN_10015820(0, 7);
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return;
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@ -306,14 +306,14 @@ void Infocenter::VTable0x50()
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break;
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case 8:
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PlayMusic(11);
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PlayDialogue(522); // Are you sure you want to exit lego island?
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PlayDialogue(InfoMainScript_ExitConfirmation); // Are you sure you want to exit lego island?
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FUN_10015820(0, 7);
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return;
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case 0xf:
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if (m_infocenterState->GetInfocenterBufferElement(0) == 0) {
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m_unk0x1d2 = 1;
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}
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PlayDialogue(502);
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PlayDialogue(InfoMainScript_RandomDialogue1);
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PlayMusic(11);
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FUN_10015820(0, 7);
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return;
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@ -528,7 +528,7 @@ void Infocenter::StopCurrentDialogue()
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void Infocenter::PlayBookAnimation()
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{
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MxDSAction action;
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action.SetObjectId(400);
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action.SetObjectId(SndAmimScript_BookWig);
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action.SetAtomId(*g_sndAnimScript);
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Start(&action);
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}
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@ -537,7 +537,7 @@ void Infocenter::PlayBookAnimation()
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void Infocenter::StopBookAnimation()
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{
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MxDSAction action;
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action.SetObjectId(400);
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action.SetObjectId(SndAmimScript_BookWig);
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action.SetAtomId(*g_sndAnimScript);
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action.SetUnknown24(-2);
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DeleteObject(action);
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