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function room_Load()
{
SetTimer(1, 1);
SetTimer(2, 1);
}
function room_RepExec()
{
if (IsTimerExpired(1))
{
cLouna.Walk(1755, 835);
cLouna.AddWaypoint(1395, 915);
cLouna.AddWaypoint(1290, 770);
cLouna.AddWaypoint(1610, 700);
cLouna.AddWaypoint(1700, 735);
SetTimer(1, 200);
}
if (IsTimerExpired(2))
{
cLouca.Walk(1290, 770);
cLouca.AddWaypoint(1610, 700);
cLouca.AddWaypoint(1700, 735);
cLouca.AddWaypoint(1755, 835);
cLouca.AddWaypoint(1395, 915);
SetTimer(2, 200);
}
}
DynamicSprite *buttonSprite1;
DynamicSprite *buttonSprite2;
DynamicSprite *buttonSprite3;
DynamicSprite *buttonSpriteLoad1;
DynamicSprite *buttonSpriteLoad2;
DynamicSprite *buttonSpriteLoad3;
function ShowSaveGUI()
{
// prepare gSave
buttonSprite1 = DynamicSprite.CreateFromSaveGame(1, 150, 90);
if (buttonSprite1 != null) {
bScreenSlot1.NormalGraphic = buttonSprite1.Graphic;
lblDateSave1.Text = Game.GetSaveSlotDescription(1);
lblDateSave1.TextColor = 3;
}
buttonSprite2 = DynamicSprite.CreateFromSaveGame(2, 150, 90);
if (buttonSprite2 != null) {
bScreenSlot2.NormalGraphic = buttonSprite2.Graphic;
lblDateSave2.Text = Game.GetSaveSlotDescription(2);
lblDateSave2.TextColor = 3;
}
buttonSprite3 = DynamicSprite.CreateFromSaveGame(3, 150, 90);
if (buttonSprite3 != null) {
bScreenSlot3.NormalGraphic = buttonSprite3.Graphic;
lblDateSave3.Text = Game.GetSaveSlotDescription(3);
lblDateSave3.TextColor = 3;
}
// show it
gSave.Visible = true;
}
function ShowLoadGUI()
{
buttonSpriteLoad1 = DynamicSprite.CreateFromSaveGame(1, 150, 90);
if (buttonSpriteLoad1 != null) {
bScreenLoadSlot1.NormalGraphic = buttonSpriteLoad1.Graphic;
lblDateLoad1.Text = Game.GetSaveSlotDescription(1);
lblDateLoad1.TextColor = 3;
}
buttonSpriteLoad2 = DynamicSprite.CreateFromSaveGame(2, 150, 90);
if (buttonSpriteLoad2 != null) {
bScreenLoadSlot2.NormalGraphic = buttonSpriteLoad2.Graphic;
lblDateLoad2.Text = Game.GetSaveSlotDescription(2);
lblDateLoad2.TextColor = 3;
}
buttonSpriteLoad3 = DynamicSprite.CreateFromSaveGame(3, 150, 90);
if (buttonSpriteLoad3 != null) {
bScreenLoadSlot3.NormalGraphic = buttonSpriteLoad3.Graphic;
lblDateLoad3.Text = Game.GetSaveSlotDescription(3);
lblDateLoad3.TextColor = 3;
}
gLoad.Visible = true;
}
//----------------------------------------------------------------------------------------------------
// gSave
//----------------------------------------------------------------------------------------------------
function bSaveSlot1_OnClick(GUIControl *control, MouseButton button)
{
gSave.Visible = false;
DateTime *dt = DateTime.Now;
SaveGameSlot(1, String.Format("%02d/%02d/%04d - %02d:%02d:%02d", dt.DayOfMonth, dt.Month, dt.Year, dt.Hour, dt.Minute, dt.Second));
lblDateSave1.Visible=true; //////// attention new
lblDateLoad1.Visible=true;
Overlay *textOverlaySaving;
textOverlaySaving = Overlay.CreateTextual(800, 300, 400, eFontfntSpeech, 3, "Partie sauvegardée !");
Wait(50);
}
function bSaveSlot2_OnClick(GUIControl *control, MouseButton button)
{
gSave.Visible = false;
DateTime *dt = DateTime.Now;
SaveGameSlot(2, String.Format("%02d/%02d/%04d - %02d:%02d:%02d", dt.DayOfMonth, dt.Month, dt.Year, dt.Hour, dt.Minute, dt.Second));
lblDateSave2.Visible=true; //////// attention new
lblDateLoad2.Visible=true;
Overlay *textOverlaySaving;
textOverlaySaving = Overlay.CreateTextual(800, 300, 400, eFontfntSpeech, 3, "Partie sauvegardée !");
Wait(50);
}
function bSaveSlot3_OnClick(GUIControl *control, MouseButton button)
{
gSave.Visible = false;
DateTime *dt = DateTime.Now;
SaveGameSlot(3, String.Format("%02d/%02d/%04d - %02d:%02d:%02d", dt.DayOfMonth, dt.Month, dt.Year, dt.Hour, dt.Minute, dt.Second));
lblDateSave3.Visible=true; //////// attention new
lblDateLoad3.Visible=true;
Overlay *textOverlaySaving;
textOverlaySaving = Overlay.CreateTextual(800, 300, 400, eFontfntSpeech, 3, "Partie sauvegardée !");
Wait(50);
}
function bCloseSave_OnClick(GUIControl *control, MouseButton button)
{
gSave.Visible=false;
}
function bSaveTrashbin1_OnClick(GUIControl *control, MouseButton button)
{
gSave.Visible=false;
gConfirm3.Visible=true;
}
function bSaveTrashbin2_OnClick(GUIControl *control, MouseButton button)
{
gSave.Visible=false;
gConfirm4.Visible=true;
}
function bSaveTrashbin3_OnClick(GUIControl *control, MouseButton button)
{
gSave.Visible=false;
gConfirm5.Visible=true;
}
//----------------------------------------------------------------------------------------------------
// gConfirm3 DeleteSave1
//----------------------------------------------------------------------------------------------------
function bYesConfirm3_OnClick(GUIControl *control, MouseButton button)
{
DeleteSaveSlot(1);
gConfirm3.Visible=false;
Overlay *textOverlaySaving;
textOverlaySaving = Overlay.CreateTextual(800, 300, 400, eFontfntSpeech, 3, "Partie supprimée !");
Wait(50);
if (buttonSprite1!= null) {
buttonSprite1.Delete();
}
if (buttonSpriteLoad1!= null) {
buttonSpriteLoad1.Delete();
}
lblDateSave1.Visible=false;
lblDateLoad1.Visible=false;
}
function bNoConfirm3_OnClick(GUIControl *control, MouseButton button)
{
gConfirm3.Visible=false;
}
function ShowSaveGUI() {
// prepare gSave
buttonSprite1 = DynamicSprite.CreateFromSaveGame(1, 200, 120);
if (buttonSprite1 != null) bScreenSlot1.NormalGraphic = buttonSprite1.Graphic;
buttonSprite2 = DynamicSprite.CreateFromSaveGame(2, 200, 120);
if (buttonSprite2 != null) bScreenSlot2.NormalGraphic = buttonSprite2.Graphic;
buttonSprite3 = DynamicSprite.CreateFromSaveGame(3, 200, 120);
if (buttonSprite3 != null) bScreenSlot3.NormalGraphic = buttonSprite3.Graphic;
// show it
gSave.Visible = true;
}
//----------------------------------------------------------------------------------------------------
// game_start
//----------------------------------------------------------------------------------------------------
function game_start()
{
}
//----------------------------------------------------------------------------------------------------
// on_event
//----------------------------------------------------------------------------------------------------
DynamicSprite *buttonSprite1;
DynamicSprite *buttonSprite2;
DynamicSprite *buttonSprite3;
function on_event (EventType event, int data)
{
}
//----------------------------------------------------------------------------------------------------
// repeatedly_execute
//----------------------------------------------------------------------------------------------------
function repeatedly_execute()
{
Hotspot* hsurvol = Hotspot.GetAtScreenXY(mouse.x, mouse.y);
Object* osurvol = Object.GetAtScreenXY(mouse.x, mouse.y);
Character* csurvol = Character.GetAtScreenXY(mouse.x, mouse.y);
InventoryItem* isurvol = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
if (player.ActiveInventory != null) Mouse.Mode = eModeUseinv;
else if (hsurvol != hotspot[0]) Mouse.Mode = eModeInteract;
else if (osurvol != null) Mouse.Mode = eModeInteract;
else if (csurvol != null) Mouse.Mode = eModeInteract;
else if (isurvol != null) Mouse.Mode = eModeInteract;
else Mouse.Mode = eModeWalkto;
}
//----------------------------------------------------------------------------------------------------
// repeatedly_execute_always
//----------------------------------------------------------------------------------------------------
function repeatedly_execute_always()
{
}
//----------------------------------------------------------------------------------------------------
// on_key_press
//----------------------------------------------------------------------------------------------------
function on_key_press(eKeyCode keycode)
{
if (IsGamePaused()) keycode = 0;
// "System Keys"
if (keycode == eKeyCtrlQ) QuitGame(1); // Ctrl-Q
if (keycode == eKeyF9) RestartGame(); // F9
if (keycode == eKeyF12) SaveScreenShot("scrnshot.pcx");
if (keycode == eKeyI) {
if (gInventoryBar.Visible) gInventoryBar.Visible=false;
else {
gInventoryBar.Visible=true;
gPause.Visible=false;
}
}
if (keycode == eKeyEscape) {
if (gPause.Visible) gPause.Visible=false;
else {
gInventoryBar.Visible=false;
gPause.Visible=true;
}
}
// Debugger Keys
if (keycode == eKeyCtrlS) Debug(0,0); // Ctrl-S, give all inventory
if (keycode == eKeyCtrlV) Debug(1,0); // Ctrl-V, version
if (keycode == eKeyCtrlA) Debug(2,0); // Ctrl-A, show walkable areas
if (keycode == eKeyCtrlX) Debug(3,0); // Ctrl-X, teleport to room
}
//----------------------------------------------------------------------------------------------------
// on_mouse_click
//----------------------------------------------------------------------------------------------------
function on_mouse_click(MouseButton button)
{
// all mouse clicks are handled in TwoClickHandler.asc!
}
//----------------------------------------------------------------------------------------------------
// dialog_request
//----------------------------------------------------------------------------------------------------
function dialog_request(int param)
{
}
//----------------------------------------------------------------------------------------------------
// gTitle
//----------------------------------------------------------------------------------------------------
function bNewgame_OnClick(GUIControl *control, MouseButton button)
{
player.ChangeRoom(1, 600, 920, eDirectionDownRight);
}
function bLoad1_OnClick(GUIControl *control, MouseButton button)
{
gTitle.Visible=false;
gLoad.Visible=true;
}
function bQuit1_OnClick(GUIControl *control, MouseButton button)
{
QuitGame(0);
}
//----------------------------------------------------------------------------------------------------
// gPause
//----------------------------------------------------------------------------------------------------
function bCommandes_OnClick(GUIControl *control, MouseButton button)
{
gPause.Visible=false;
gControl.Visible=true;
}
function bSave_OnClick(GUIControl *control, MouseButton button)
{
gPause.Visible=false;
gSave.Visible=true;
}
function bReturnTitle_OnClick(GUIControl *control, MouseButton button)
{
gPause.Visible=false;
gConfirm.Visible=true;
}
//----------------------------------------------------------------------------------------------------
// gSave
//----------------------------------------------------------------------------------------------------
function bSaveSlot1_OnClick(GUIControl *control, MouseButton button)
{
gSave.Visible=false;
buttonSprite1=DynamicSprite.CreateFromSaveGame(1, 200, 120);
if (buttonSprite1 != null) {
bScreenSlot1.NormalGraphic=buttonSprite1.Graphic;
SaveGameSlot(1, "Save 1");
gSave.Visible=true;
}
}
function bSaveSlot2_OnClick(GUIControl *control, MouseButton button)
{
gSave.Visible=false;
buttonSprite2=DynamicSprite.CreateFromSaveGame(2, 200, 120);
if (buttonSprite2 != null) {
bScreenSlot2.NormalGraphic=buttonSprite2.Graphic;
SaveGameSlot(2, "Save 2");
gSave.Visible=true;
}
}
function bSaveSlot3_OnClick(GUIControl *control, MouseButton button)
{
gSave.Visible=false;
buttonSprite3=DynamicSprite.CreateFromSaveGame(3, 200, 120);
if (buttonSprite3 != null) {
bScreenSlot3.NormalGraphic=buttonSprite3.Graphic;
SaveGameSlot(3, "Save 3");
gSave.Visible=true;
}
}
function bCloseSave_OnClick(GUIControl *control, MouseButton button)
{
gSave.Visible=false;
}
//----------------------------------------------------------------------------------------------------
// gLoad
//----------------------------------------------------------------------------------------------------
function bCloseLoad_OnClick(GUIControl *control, MouseButton button)
{
gLoad.Visible=false;
}
//----------------------------------------------------------------------------------------------------
// gControl
//----------------------------------------------------------------------------------------------------
function bQuitControl_OnClick(GUIControl *control, MouseButton button)
{
gControl.Visible=false;
gPause.Visible=true;
}
//----------------------------------------------------------------------------------------------------
// gConfirm
//----------------------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------------------
// gInventoryBar
//----------------------------------------------------------------------------------------------------
function btnInvScrollLeft_OnClick(GUIControl *control, MouseButton button)
{
InventoryWindow1.ScrollDown();
}
function btnInvScrollRight_OnClick(GUIControl *control, MouseButton button)
{
InventoryWindow1.ScrollUp();
}
//----------------------------------------------------------------------------------------------------
// unhandled_event
//----------------------------------------------------------------------------------------------------
function cSuli_Look()
{
player.Say("C'est moi.");
}
function cSuli_Interact()
{
player.Say("Hé ! Arrête, ça chatouille !");
}
//----------------------------------------------------------------------------------------------------
// on_event
//----------------------------------------------------------------------------------------------------
DynamicSprite *buttonSprite1;
DynamicSprite *buttonSprite2;
DynamicSprite *buttonSprite3;
function on_event (EventType event, int data)
{
buttonSprite1=DynamicSprite.CreateFromSaveGame(1, 200, 120);
if (buttonSprite1 != null) {
bScreenSlot1.NormalGraphic=buttonSprite1.Graphic;
}
buttonSprite2=DynamicSprite.CreateFromSaveGame(2, 200, 120);
if (buttonSprite2 != null) {
bScreenSlot2.NormalGraphic=buttonSprite2.Graphic;
}
buttonSprite3=DynamicSprite.CreateFromSaveGame(3, 200, 120);
if (buttonSprite3 != null) {
bScreenSlot3.NormalGraphic=buttonSprite3.Graphic;
}
}
//----------------------------------------------------------------------------------------------------
// gSave
//----------------------------------------------------------------------------------------------------
function bSaveSlot1_OnClick(GUIControl *control, MouseButton button)
{
SaveGameSlot(1, "Save 1");
}
function bSaveSlot2_OnClick(GUIControl *control, MouseButton button)
{
SaveGameSlot(2, "Save 2");
}
function bSaveSlot3_OnClick(GUIControl *control, MouseButton button)
{
SaveGameSlot(3, "Save 3");
}
function Button3_OnClick(GUIControl *control, MouseButton button)
{
QuitGame(0);
}
function Button3_OnClick(GUIControl *control, MouseButton button)
{
QuitGame(1);
}
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