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author | Eugene Sandulenko | 2016-10-13 23:48:50 +0200 |
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committer | GitHub | 2016-10-13 23:48:50 +0200 |
commit | e89c76f63c25e4703a44489d987f1ce481e6d1cf (patch) | |
tree | da4da5c0983098dfcdc2d5e8da21e6b05fa95727 /engines/bladerunner/script/script.cpp | |
parent | 72c4e0cd7af1ba08229e8c9ada68664847c59047 (diff) | |
parent | 577c3b56a528cd58e26882b8924b2a8b9d56148a (diff) | |
download | scummvm-rg350-e89c76f63c25e4703a44489d987f1ce481e6d1cf.tar.gz scummvm-rg350-e89c76f63c25e4703a44489d987f1ce481e6d1cf.tar.bz2 scummvm-rg350-e89c76f63c25e4703a44489d987f1ce481e6d1cf.zip |
Merge pull request #836 from peterkohaut/bladerunner
BLADERUNNER: added basic support for blade runner game
Diffstat (limited to 'engines/bladerunner/script/script.cpp')
-rw-r--r-- | engines/bladerunner/script/script.cpp | 1433 |
1 files changed, 1433 insertions, 0 deletions
diff --git a/engines/bladerunner/script/script.cpp b/engines/bladerunner/script/script.cpp new file mode 100644 index 0000000000..cf607a4b47 --- /dev/null +++ b/engines/bladerunner/script/script.cpp @@ -0,0 +1,1433 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#include "bladerunner/script/script.h" + +#include "bladerunner/bladerunner.h" + +#include "bladerunner/actor.h" +#include "bladerunner/actor_combat.h" +#include "bladerunner/adq.h" +#include "bladerunner/ambient_sounds.h" +#include "bladerunner/audio_player.h" +#include "bladerunner/audio_speech.h" +#include "bladerunner/crimes_database.h" +#include "bladerunner/combat.h" +#include "bladerunner/gameflags.h" +#include "bladerunner/gameinfo.h" +#include "bladerunner/items.h" +#include "bladerunner/item_pickup.h" +#include "bladerunner/movement_track.h" +#include "bladerunner/settings.h" +#include "bladerunner/set_effects.h" +#include "bladerunner/scene.h" +#include "bladerunner/scene_objects.h" +#include "bladerunner/slice_animations.h" +#include "bladerunner/slice_renderer.h" +#include "bladerunner/text_resource.h" +#include "bladerunner/vector.h" +#include "bladerunner/waypoints.h" + +#include "bladerunner/script/ai_00_mccoy.h" +#include "bladerunner/script/aiscript_officer_leroy.h" + +namespace BladeRunner { + +bool Script::open(const Common::String &name) { + delete _currentScript; + + + if (name == "RC01") { _currentScript = new ScriptRC01(_vm); return true; } + if (name == "RC02") { _currentScript = new ScriptRC02(_vm); return true; } + if (name == "RC03") { _currentScript = new ScriptRC03(_vm); return true; } + if (name == "RC04") { _currentScript = new ScriptRC04(_vm); return true; } + if (name == "RC51") { _currentScript = new ScriptRC51(_vm); return true; } + + + return false; +} + +Script::~Script() { + delete _currentScript; +} + +void Script::InitializeScene() { + _inScriptCounter++; + _currentScript->InitializeScene(); + _inScriptCounter--; +} + +void Script::SceneLoaded() { + _inScriptCounter++; + _currentScript->SceneLoaded(); + _inScriptCounter--; +} + +bool Script::MouseClick(int x, int y) { + if (_inScriptCounter > 0) + return true; + + _inScriptCounter++; + //MouseX = x; + //MouseY = y; + bool result = _currentScript->MouseClick(x, y); + //SelectedEntity = -1; + _inScriptCounter--; + //MouseX = -1; + //MouseY = -1; + return result; +} + +bool Script::ClickedOn3DObject(const char *objectName, bool a2) { + if (_inScriptCounter > 0) + return true; + + _inScriptCounter++; + bool result = _currentScript->ClickedOn3DObject(objectName, a2); + _inScriptCounter--; + return result; +} + +bool Script::ClickedOnActor(int actorId) { + if (_inScriptCounter > 0) + return true; + + _inScriptCounter++; + bool result = _currentScript->ClickedOnActor(actorId); + _inScriptCounter--; + return result; +} + +bool Script::ClickedOnItem(int itemId, bool a2) { + if (_inScriptCounter > 0) + return true; + + _inScriptCounter++; + bool result = _currentScript->ClickedOnItem(itemId, a2); + _inScriptCounter--; + return result; +} + +bool Script::ClickedOnExit(int exitId) { + if (_inScriptCounter > 0) + return true; + + _inScriptCounter++; + bool result = _currentScript->ClickedOnExit(exitId); + _inScriptCounter--; + return result; +} + +bool Script::ClickedOn2DRegion(int region) { + if (_inScriptCounter > 0) + return true; + + _inScriptCounter++; + bool result = _currentScript->ClickedOn2DRegion(region); + _inScriptCounter--; + return result; +} + +void Script::SceneFrameAdvanced(int frame) { + _inScriptCounter++; + _currentScript->SceneFrameAdvanced(frame); + _inScriptCounter--; +} + +void Script::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { + _inScriptCounter++; + //TODO remove this check + if(_currentScript) + _currentScript->ActorChangedGoal(actorId, newGoal, oldGoal, currentSet); + _inScriptCounter--; +} + +void Script::PlayerWalkedIn() { + _inScriptCounter++; + _currentScript->PlayerWalkedIn(); + _inScriptCounter--; +} + +void Script::PlayerWalkedOut() { + _inScriptCounter++; + _currentScript->PlayerWalkedOut(); + _inScriptCounter--; +} + +void Script::DialogueQueueFlushed(int a1) { + _inScriptCounter++; + _currentScript->DialogueQueueFlushed(a1); + _inScriptCounter--; +} + +void ScriptBase::Preload(int animationId) { + _vm->_sliceRenderer->preload(animationId); +} + +void ScriptBase::Actor_Put_In_Set(int actorId, int setId) { + _vm->_actors[actorId]->setSetId(setId); +} + +void ScriptBase::Actor_Set_At_XYZ(int actorId, float x, float y, float z, int direction) { + _vm->_actors[actorId]->setAtXYZ(Vector3(x, y, z), direction); +} + +void ScriptBase::Actor_Set_At_Waypoint(int actorId, int waypointId, int angle) { + _vm->_actors[actorId]->setAtWaypoint(waypointId, angle, 0, 0); +} + +bool ScriptBase::Region_Check(int left, int top, int right, int down) { + //TODO: return _vm->_mouse.x >= left && _vm->_mouse.y >= top && _vm->_mouse.x <= right && _vm->_mouse.y <= down; + warning("Region_Check(%d, %d, %d, %d)", left, top, right, down); + return false; +} + +bool ScriptBase::Object_Query_Click(const char *objectName1, const char *objectName2) { + return strcmp(objectName1, objectName2) == 0; +} + +void ScriptBase::Object_Do_Ground_Click() { + //This is not implemented in game + return; +} + +bool ScriptBase::Object_Mark_For_Hot_Mouse(const char *objectName) { + int objectId = _vm->_scene->findObject(objectName); + if (objectId == -1) + return false; + return _vm->_scene->objectSetHotMouse(objectId); +} + +void ScriptBase::Actor_Face_Actor(int actorId, int otherActorId, bool animate) { + _vm->_actors[actorId]->faceActor(otherActorId, animate); +} + +void ScriptBase::Actor_Face_Object(int actorId, const char *objectName, bool animate) { + _vm->_actors[actorId]->faceObject(objectName, animate); +} + +void ScriptBase::Actor_Face_Item(int actorId, int itemId, bool animate) { + _vm->_actors[actorId]->faceItem(itemId, animate); +} + +void ScriptBase::Actor_Face_Waypoint(int actorId, int waypointId, bool animate) { + _vm->_actors[actorId]->faceWaypoint(waypointId, animate); +} + +void ScriptBase::Actor_Face_XYZ(int actorId, float x, float y, float z, bool animate) { + _vm->_actors[actorId]->faceXYZ(x, y, z, animate); +} + +void ScriptBase::Actor_Face_Current_Camera(int actorId, bool animate) { + _vm->_actors[actorId]->faceCurrentCamera(animate); +} + +void ScriptBase::Actor_Face_Heading(int actorId, int heading, bool animate) { + _vm->_actors[actorId]->faceHeading(heading, true); +} + +int ScriptBase::Actor_Query_Friendliness_To_Other(int actorId, int otherActorId) { + return _vm->_actors[actorId]->_friendlinessToOther[otherActorId]; +} + +void ScriptBase::Actor_Modify_Friendliness_To_Other(int actorId, int otherActorId, signed int change) { + _vm->_actors[actorId]->modifyFriendlinessToOther(otherActorId, change); +} + +void ScriptBase::Actor_Set_Friendliness_To_Other(int actorId, int otherActorId, int friendliness) { + _vm->_actors[actorId]->setFriendlinessToOther(otherActorId, friendliness); +} + +void ScriptBase::Actor_Set_Honesty(int actorId, int honesty) { + _vm->_actors[actorId]->setHonesty(honesty); +} + +void ScriptBase::Actor_Set_Intelligence(int actorId, int intelligence) { + _vm->_actors[actorId]->setIntelligence(intelligence); +} + +void ScriptBase::Actor_Set_Stability(int actorId, int stability) { + _vm->_actors[actorId]->setStability(stability); +} + +void ScriptBase::Actor_Set_Combat_Aggressiveness(int actorId, int combatAggressiveness) { + _vm->_actors[actorId]->setCombatAggressiveness(combatAggressiveness); +} + +int ScriptBase::Actor_Query_Current_HP(int actorId) { + return _vm->_actors[actorId]->_currentHP; +} + +int ScriptBase::Actor_Query_Max_HP(int actorId) { + return _vm->_actors[actorId]->_maxHP; +} + +int ScriptBase::Actor_Query_Combat_Aggressiveness(int actorId) { + return _vm->_actors[actorId]->_combatAggressiveness; +} + +int ScriptBase::Actor_Query_Honesty(int actorId) { + return _vm->_actors[actorId]->_honesty; +} + +int ScriptBase::Actor_Query_Intelligence(int actorId) { + return _vm->_actors[actorId]->_intelligence; +} + +int ScriptBase::Actor_Query_Stability(int actorId) { + return _vm->_actors[actorId]->_stability; +} + +void ScriptBase::Actor_Modify_Current_HP(int actorId, signed int change) { + _vm->_actors[actorId]->modifyCurrentHP(change); +} + +void ScriptBase::Actor_Modify_Max_HP(int actorId, signed int change) { + _vm->_actors[actorId]->modifyMaxHP(change); +} + +void ScriptBase::Actor_Modify_Combat_Aggressiveness(int actorId, signed int change) { + _vm->_actors[actorId]->modifyCombatAggressiveness(change); +} + +void ScriptBase::Actor_Modify_Honesty(int actorId, signed int change) { + _vm->_actors[actorId]->modifyHonesty(change); +} + +void ScriptBase::Actor_Modify_Intelligence(int actorId, signed int change) { + _vm->_actors[actorId]->modifyIntelligence(change); +} + +void ScriptBase::Actor_Modify_Stability(int actorId, signed int change) { + _vm->_actors[actorId]->modifyStability(change); +} + +void ScriptBase::Actor_Set_Flag_Damage_Anim_If_Moving(int actorId, bool value) { + _vm->_actors[actorId]->setFlagDamageAnimIfMoving(value); +} + +bool ScriptBase::Actor_Query_Flag_Damage_Anim_If_Moving(int actorId) { + return _vm->_actors[actorId]->getFlagDamageAnimIfMoving(); +} + +void ScriptBase::Actor_Combat_AI_Hit_Attempt(int actorId) { + if (_vm->_actors[actorId]->inCombat()) + _vm->_actors[actorId]->_combatInfo->hitAttempt(); +} + +void ScriptBase::Non_Player_Actor_Combat_Mode_On(int actorId, int a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9, int a10, int a11, int a12, int a13, int a14) { + _vm->_actors[actorId]->combatModeOn(a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14); +} + +void ScriptBase::Non_Player_Actor_Combat_Mode_Off(int actorId) { + _vm->_actors[actorId]->combatModeOff(); +} + +void ScriptBase::Actor_Set_Health(int actorId, int hp, int maxHp) { + _vm->_actors[actorId]->setHealth(hp, maxHp); +} + +void ScriptBase::Actor_Set_Targetable(int actorId, bool targetable) { + _vm->_actors[actorId]->setTargetable(targetable); + +} + +void ScriptBase::Actor_Says(int actorId, int sentenceId, int animationMode){ + _vm->loopActorSpeaking(); + _vm->_adq->flush(1, true); + Actor_Says_With_Pause(actorId, sentenceId, 0.5f, animationMode); +} + +void ScriptBase::Actor_Says_With_Pause(int actorId, int sentenceId, float pause, int animationMode) { + _vm->gameWaitForActive(); + _vm->loopActorSpeaking(); + _vm->_adq->flush(1, true); + + Actor *actor = _vm->_actors[actorId]; + + if(animationMode != -1) { + actor->stopWalking(false); + } + + actor->speechPlay(sentenceId, false); + bool animationModeChanged = false; + if(animationMode >= 0) { + if (actorId != 0) { + actor->changeAnimationMode(animationMode, false); + animationModeChanged = true; + } else if(_vm->_combat->isActive()) { + actor->changeAnimationMode(animationMode, false); + animationModeChanged = true; + } + } + Player_Loses_Control(); + while (_vm->_gameIsRunning) { + _vm->_speechSkipped = false; + _vm->gameTick(); + if (_vm->_speechSkipped || !actor->isSpeeching()) { + actor->speechStop(); + break; + } + } + if (animationModeChanged) { + actor->changeAnimationMode(0, false); + } + + //TODO: sitcom + //if (_vm->isSitcom) + //{ + // int rnd = _vm->random(1, 100); + // if (rnd <= actor::get_unknown3(actor)) + // { + // int soundId = _vm->random(319, 327); + // _vm->_audioPlayer->play(soundId, 40, 0, 0, 50); + // } + //} + if(pause > 0.0f && !_vm->_speechSkipped) { + Delay(pause * 1000); + } + Player_Gains_Control(); +} + +#if 0 +void ScriptBase::Actor_Voice_Over(int sentenceId, int actorId) { + // Wait for any existing speech to end + _vm->loopActorSpeaking(); + + // TODO: Hack - This needs to go through the actor class + char name[13]; + sprintf(name, "%02d-%04d.AUD", actorId, sentenceId); + _vm->_audioSpeech->playSpeech(name); + + // warning("start voice over loop"); + while (true) + { + _vm->gameTick(); + if (_vm->shouldQuit()) + break; + if (!_vm->_audioSpeech->isPlaying()) + break; + } + // warning("end voice over loop"); +} +#endif + +void ScriptBase::Actor_Voice_Over(int sentenceId, int actorId) { + _vm->gameWaitForActive(); + _vm->loopActorSpeaking(); + _vm->_adq->flush(1, true); + + Actor *actor = _vm->_actors[actorId]; + + actor->speechPlay(sentenceId, true); + Player_Loses_Control(); + while(_vm->_gameIsRunning) { + _vm->_speechSkipped = false; + _vm->gameTick(); + if(_vm->_speechSkipped || !actor->isSpeeching()) { + actor->speechStop(); + break; + } + } + Player_Gains_Control(); +} + +void ScriptBase::Actor_Start_Speech_Sample(int actorId, int sentenceId) { + _vm->loopActorSpeaking(); + _vm->_actors[actorId]->speechPlay(sentenceId, false); +} + +void ScriptBase::Actor_Start_Voice_Over_Sample(int sentenceId) { + _vm->loopActorSpeaking(); + _vm->_voiceoverActor->speechPlay(sentenceId, true); +} + +int ScriptBase::Actor_Query_Which_Set_In(int actorId) { + return _vm->_actors[actorId]->getSetId(); +} + +bool ScriptBase::Actor_Query_Is_In_Current_Set(int actorId) { + int actorSetId = _vm->_actors[actorId]->getSetId(); + return actorSetId >= 0 && _vm->_scene->getSetId(); +} + +bool ScriptBase::Actor_Query_In_Set(int actorId, int setId) { + return _vm->_actors[actorId]->getSetId() == setId; +} + +int ScriptBase::Actor_Query_Inch_Distance_From_Actor(int actorId, int otherActorId) { + if (_vm->_actors[actorId]->getSetId() != _vm->_actors[otherActorId]->getSetId()) + return 0.0f; + return _vm->_actors[actorId]->distanceFromActor(otherActorId); +} + +int ScriptBase::Actor_Query_Inch_Distance_From_Waypoint(int actorId, int waypointId) { + if (_vm->_actors[actorId]->getSetId() != _vm->_waypoints->getSetId(waypointId)) + return 0; + + float actorX = _vm->_actors[actorId]->getX(); + float actorZ = _vm->_actors[actorId]->getZ(); + float waypointX = _vm->_waypoints->getX(waypointId); + float waypointZ = _vm->_waypoints->getZ(waypointId); + + float distX = actorX - waypointX; + float distZ = actorZ - waypointZ; + + return sqrtf(distX * distX + distZ * distZ); +} + +bool ScriptBase::Actor_Query_In_Between_Two_Actors(int actorId, int otherActor1Id, int otherActor2Id) { + float x1 = _vm->_actors[otherActor1Id]->getX(); + float z1 = _vm->_actors[otherActor1Id]->getZ(); + float x2 = _vm->_actors[otherActor2Id]->getX(); + float z2 = _vm->_actors[otherActor2Id]->getZ(); + return _vm->_sceneObjects->isBetweenTwoXZ(actorId, x1, z1, x2, z1) + || _vm->_sceneObjects->isBetweenTwoXZ(actorId, x1 - 12.0f, z1 - 12.0f, x2 - 12.0f, z2 - 12.0f) + || _vm->_sceneObjects->isBetweenTwoXZ(actorId, x1 + 12.0f, z1 - 12.0f, x2 + 12.0f, z2 - 12.0f) + || _vm->_sceneObjects->isBetweenTwoXZ(actorId, x1 + 12.0f, z1 + 12.0f, x2 + 12.0f, z2 + 12.0f) + || _vm->_sceneObjects->isBetweenTwoXZ(actorId, x1 - 12.0f, z1 + 12.0f, x2 - 12.0f, z2 + 12.0f); +} + +void ScriptBase::Actor_Set_Goal_Number(int actorId, int goalNumber) { + _vm->_actors[actorId]->setGoal(goalNumber); +} + +int ScriptBase::Actor_Query_Goal_Number(int actorId) { + return _vm->_actors[actorId]->getGoal(); +} + +void ScriptBase::Actor_Query_XYZ(int actorId, float *x, float *y, float *z) { + *x = _vm->_actors[actorId]->getX(); + *y = _vm->_actors[actorId]->getY(); + *z = _vm->_actors[actorId]->getZ(); +} + +int ScriptBase::Actor_Query_Facing_1024(int actorId) { + return _vm->_actors[actorId]->getFacing(); +} + +void ScriptBase::Actor_Set_Frame_Rate_FPS(int actorId, int fps) { + _vm->_actors[actorId]->setFPS(fps); +} + +int ScriptBase::Slice_Animation_Query_Number_Of_Frames(int animation) { + return _vm->_sliceAnimations->getFrameCount(animation); +} + +void ScriptBase::Actor_Change_Animation_Mode(int actorId, int animationMode) { + _vm->_actors[actorId]->changeAnimationMode(animationMode, 0); +} + +int ScriptBase::Actor_Query_Animation_Mode(int actorId) { + return _vm->_actors[actorId]->getAnimationMode(); +} + +bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int a3, int a4, bool run) { + //TODO + warning("Loop_Actor_Walk_To_Actor(%d, %d, %d, %d, %d)", actorId, otherActorId, a3, a4, run); + return false; +} + +bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int a3, int a4, bool run) { + //TODO + warning("Loop_Actor_Walk_To_Item(%d, %d, %d, %d, %d)", actorId, itemId, a3, a4, run); + return false; +} + +bool ScriptBase::Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int destinationOffset, bool a4, bool run) { + _vm->gameWaitForActive(); + + if(_vm->_walkingActorId == actorId) { + run = true; + } + bool isRunning; + bool result = _vm->_actors[actorId]->loopWalkToSceneObject(objectName, destinationOffset, a4, run, true, &isRunning); + if(isRunning == 1) { + _vm->_walkingActorId = actorId; + } + Global_Variable_Set(37, actorId); + Global_Variable_Set(38, isRunning); + return result; +} + +bool ScriptBase::Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int destinationOffset, int a4, bool run) { + //TODO + warning("Loop_Actor_Walk_To_Waypoint(%d, %d, %d, %d, %d)", actorId, waypointId, destinationOffset, a4, run); + return false; +} + +bool ScriptBase::Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int destinationOffset, int a5, bool run, int a7) { + _vm->gameWaitForActive(); + + if(_vm->_walkingActorId == actorId) { + if(a7) { + _vm->_walkingActorId = -1; + } else { + run = true; + } + } + //TODO: + //PlayerActorIdle = 0; + bool isRunning; + bool result = _vm->_actors[actorId]->loopWalkToXYZ(Vector3(x, y, z), destinationOffset, a5, run, 1, &isRunning); + +// if (PlayerActorIdle == 1) { +// result = 1; +// PlayerActorIdle = 0; +// } + if(isRunning) { + _vm->_walkingActorId = actorId; + } + Global_Variable_Set(37, actorId); + Global_Variable_Set(38, isRunning); + return result; +} + +void ScriptBase::Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int destinationOffset, int run) { + //TODO + warning("Async_Actor_Walk_To_Waypoint(%d, %d, %d, %d)", actorId, waypointId, destinationOffset, run); +} + +void ScriptBase::Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int destinationOffset, bool run) { + //TODO + warning("Async_Actor_Walk_To_XYZ(%d, %f, %f, %f, %d, %d)", actorId, x, y, z, destinationOffset, run); +} + +void ScriptBase::Actor_Force_Stop_Walking(int actorId) { + //TODO + warning("Loop_Actor_Travel_Stairs(%d)", actorId); +} + +bool ScriptBase::Loop_Actor_Travel_Stairs(int actorId, int a2, int a3, int a4) { + //TODO + warning("Loop_Actor_Travel_Stairs(%d, %d, %d, %d)", actorId, a2, a3, a4); + return false; +} + +bool ScriptBase::Loop_Actor_Travel_Ladder(int actorId, int a2, int a3, int a4) { + //TODO + warning("Loop_Actor_Travel_Ladder(%d, %d, %d, %d)", actorId,a2,a3,a4); + return false; +} + +void ScriptBase::Actor_Clue_Add_To_Database(int actorId, int clueId, int unknown, bool clueAcquired, bool unknownFlag, int fromActorId) { + _vm->_actors[actorId]->addClueToDatabase(clueId, unknown, clueAcquired, unknownFlag, fromActorId); +} + +void ScriptBase::Actor_Clue_Acquire(int actorId, int clueId, byte unknownFlag, int fromActorId) { + _vm->_actors[actorId]->acquireClue(clueId, unknownFlag, fromActorId); +} + +void ScriptBase::Actor_Clue_Lose(int actorId, int clueId) { + _vm->_actors[actorId]->loseClue(clueId); +} + +bool ScriptBase::Actor_Clue_Query(int actorId, int clueId) { + return _vm->_actors[actorId]->hasClue(clueId); +} + +void ScriptBase::Actor_Clues_Transfer_New_To_Mainframe(int actorId) { + _vm->_actors[actorId]->copyClues(99); +} + +void ScriptBase::Actor_Clues_Transfer_New_From_Mainframe(int actorId) { + _vm->_voiceoverActor->copyClues(actorId); +} + +void ScriptBase::Actor_Set_Invisible(int actorId, bool isInvisible) { + _vm->_actors[actorId]->setInvisible(isInvisible); +} + +void ScriptBase::Actor_Set_Immunity_To_Obstacles(int actorId, bool isImmune) { + _vm->_actors[actorId]->setImmunityToObstacles(isImmune); +} + +void ScriptBase::Item_Add_To_World(int itemId, int animationId, int setId, float x, float y, float z, signed int facing, int height, int width, bool isTargetable, bool isObstacle, bool isPoliceMazeEnemy, bool updateOnly) { + _vm->_items->addToWorld(itemId, animationId, setId, Vector3(x, y, z), facing, height, width, isTargetable, isObstacle, isPoliceMazeEnemy, updateOnly == 0); +} + +void ScriptBase::Item_Remove_From_World(int itemId) { + _vm->_items->remove(itemId); +} + +void ScriptBase::Item_Spin_In_World(int itemId) { + warning("Item_Spin_In_World(%d)", itemId); +} + +void ScriptBase::Item_Flag_As_Target(int itemId) { + warning("Item_Flag_As_Target(%d)", itemId); +} + +void ScriptBase::Item_Flag_As_Non_Target(int itemId) { + warning("Item_Flag_As_Non_Target(%d)", itemId); +} + +void ScriptBase::Item_Pickup_Spin_Effect(int animationId, int x, int y) { + _vm->_itemPickup->setup(animationId, x, y); +} + +int ScriptBase::Animation_Open() { + //This is not implemented in game + return -1; +} + +int ScriptBase::Animation_Close() { + //This is not implemented in game + return 0; +} + +int ScriptBase::Animation_Start() { + //This is not implemented in game + return 0; +} + +int ScriptBase::Animation_Stop() { + //This is not implemented in game + return 0; +} + +int ScriptBase::Animation_Skip_To_Frame() { + //This is not implemented in game + return 0; +} + +void ScriptBase::Delay(int miliseconds) { + Player_Loses_Control(); + int endTime = _vm->getTotalPlayTime() + miliseconds; + while ((int)_vm->getTotalPlayTime() < endTime) + _vm->gameTick(); + Player_Gains_Control(); +} + +void ScriptBase::Player_Loses_Control() { + _vm->playerLosesControl(); +} + +void ScriptBase::Player_Gains_Control() { + _vm->playerGainsControl(); +} + +void ScriptBase::Player_Set_Combat_Mode(bool activate) { + if (!_vm->_combat->isActive() || activate) { + if (_vm->_combat->isActive() && activate) { + _vm->_combat->activate(); + } + } else { + _vm->_combat->deactivate(); + } +} + +bool ScriptBase::Player_Query_Combat_Mode() { + return _vm->_combat->isActive(); +} + +void ScriptBase::Player_Set_Combat_Mode_Access(bool enable) { + if (enable) { + _vm->_combat->enable(); + } else { + _vm->_combat->disable(); + } +} + +int ScriptBase::Player_Query_Current_Set() { + return _vm->_scene->getSetId(); +} + +int ScriptBase::Player_Query_Current_Scene() { + return _vm->_scene->getSceneId(); +} + +int ScriptBase::Player_Query_Agenda() { + return _vm->_settings->getPlayerAgenda(); +} + +void ScriptBase::Player_Set_Agenda(int agenda) { + _vm->_settings->setPlayerAgenda(agenda); +} + +int ScriptBase::Query_Difficulty_Level() { + return _vm->_settings->getDifficulty(); +} + + +void ScriptBase::Game_Flag_Set(int flag) { + _vm->_gameFlags->set(flag); +} + +void ScriptBase::Game_Flag_Reset(int flag) { + _vm->_gameFlags->reset(flag); +} + +bool ScriptBase::Game_Flag_Query(int flag) { + return _vm->_gameFlags->query(flag); +} + +void ScriptBase::Set_Enter(int setId, int sceneId) { + _vm->_settings->setNewSetAndScene(setId, sceneId); +} + +void ScriptBase::Chapter_Enter(int chapter, int setId, int sceneId) { + _vm->_settings->setChapter(chapter); + Set_Enter(setId, sceneId); +} + +int ScriptBase::Global_Variable_Set(int var, int value) { + return _vm->_gameVars[var] = value; +} + +int ScriptBase::Global_Variable_Reset(int var) { + return _vm->_gameVars[var] = 0; +} + +int ScriptBase::Global_Variable_Query(int var) { + return _vm->_gameVars[var]; +} + +int ScriptBase::Global_Variable_Increment(int var, int inc) { + return _vm->_gameVars[var] += inc; +} + +int ScriptBase::Global_Variable_Decrement(int var, int dec) { + return _vm->_gameVars[var] -= dec; +} + +int ScriptBase::Random_Query(int min, int max) { + return _vm->_rnd.getRandomNumberRng(min, max); +} + +void ScriptBase::Sound_Play(int id, int volume, int panFrom, int panTo, int priority) { + const char *name = _vm->_gameInfo->getSfxTrack(id); + _vm->_audioPlayer->playAud(name, volume, panFrom, panTo, priority); +} + +void ScriptBase::Sound_Play_Speech_Line(int actorId, int speechId, int a3, int a4, int a5) { + //TODO + warning("Sound_Play_Speech_Line(%d, %d, %d, %d, %d)", actorId, speechId, a3, a4, a5); +} + +void ScriptBase::Sound_Left_Footstep_Walk(int actorId) { + int walkboxId = _vm->_actors[actorId]->getWalkbox(); + if (walkboxId < 0) { + walkboxId = 0; + } + + _vm->_walkSoundId = _vm->_scene->_set->getWalkboxSoundWalkLeft(walkboxId); + _vm->_walkSoundVolume = _vm->_actors[actorId]->soundVolume(); + _vm->_walkSoundBalance = _vm->_actors[actorId]->soundBalance(); +} + +void ScriptBase::Sound_Right_Footstep_Walk(int actorId) { + int walkboxId = _vm->_actors[actorId]->getWalkbox(); + if (walkboxId < 0) { + walkboxId = 0; + } + + _vm->_walkSoundId = _vm->_scene->_set->getWalkboxSoundWalkRight(walkboxId); + _vm->_walkSoundVolume = _vm->_actors[actorId]->soundVolume(); + _vm->_walkSoundBalance = _vm->_actors[actorId]->soundBalance(); +} + +void ScriptBase::Sound_Left_Footstep_Run(int actorId) { + int walkboxId = _vm->_actors[actorId]->getWalkbox(); + if (walkboxId < 0) { + walkboxId = 0; + } + + _vm->_walkSoundId = _vm->_scene->_set->getWalkboxSoundRunLeft(walkboxId); + _vm->_walkSoundVolume = _vm->_actors[actorId]->soundVolume(); + _vm->_walkSoundBalance = _vm->_actors[actorId]->soundBalance(); +} + +void ScriptBase::Sound_Right_Footstep_Run(int actorId) { + int walkboxId = _vm->_actors[actorId]->getWalkbox(); + if (walkboxId < 0) { + walkboxId = 0; + } + + _vm->_walkSoundId = _vm->_scene->_set->getWalkboxSoundRunRight(walkboxId); + _vm->_walkSoundVolume = _vm->_actors[actorId]->soundVolume(); + _vm->_walkSoundBalance = _vm->_actors[actorId]->soundBalance(); +} + +// ScriptBase::Sound_Walk_Shuffle_Stop + +void ScriptBase::Footstep_Sounds_Set(int walkboxId, int stepSound) { + _vm->_scene->_set->setWalkboxStepSound(walkboxId, stepSound); +} + +void ScriptBase::Footstep_Sound_Override_On(int footstepSoundOverride) { + _vm->_scene->_set->setFoodstepSoundOverride(footstepSoundOverride); +} + +void ScriptBase::Footstep_Sound_Override_Off() { + _vm->_scene->_set->resetFoodstepSoundOverride(); +} + +bool ScriptBase::Music_Play(int a1, int a2, int a3, int a4, int a5, int a6, int a7) { + //TODO + warning("Music_Play(%d, %d, %d, %d, %d, %d, %d)", a1, a2, a3, a4, a5, a6, a7); + return false; +} + +void ScriptBase::Music_Adjust(int a1, int a2, int a3) { + //TODO + warning("Music_Adjust(%d, %d, %d)", a1, a2, a3); +} + +void ScriptBase::Music_Stop(int a1) { + //TODO + warning("Music_Stop(%d)", a1); +} + +bool ScriptBase::Music_Is_Playing() { + //TODO + warning("Music_Is_Playing()"); + return false; +} + +void ScriptBase::Overlay_Play(const char *overlay, int a2, int a3, int a4, int a5) { + //TODO + warning("Overlay_Play(%s, %d, %d, %d, %d)", overlay, a2, a3, a4, a5); +} + +void ScriptBase::Overlay_Remove(const char *overlay) { + //TODO + warning("Overlay_Remove(%s)", overlay); +} + +void ScriptBase::Scene_Loop_Set_Default(int a) { + // debug("Scene_Loop_Set_Default(%d)", a); + + _vm->_scene->loopSetDefault(a); + // _vm->_scene->_defaultLoop = a; +} + +void ScriptBase::Scene_Loop_Start_Special(int a, int b, int c) { + // debug("Scene_Loop_Start_Special(%d, %d, %d)", a, b, c); + + _vm->_scene->loopStartSpecial(a, b, c); + // _vm->_scene->_field_24_loop_start_special_param_1 = a; +} + +void ScriptBase::Outtake_Play(int id, int noLocalization, int container) { + _vm->outtakePlay(id, noLocalization, container); +} + +void ScriptBase::Ambient_Sounds_Add_Sound(int id, int time1, int time2, int volume1, int volume2, int pan1begin, int pan1end, int pan2begin, int pan2end, int priority, int unk) { + _vm->_ambientSounds->addSound(id, time1, time2, volume1, volume2, pan1begin, pan1end, pan2begin, pan2end, priority, unk); +} + +void ScriptBase::Ambient_Sounds_Remove_Sound(int id, bool a2) { + //TODO + warning("Ambient_Sounds_Remove_Sound(%d, %d)", id, a2); +} + +void ScriptBase::Ambient_Sounds_Add_Speech_Sound(int id, int unk1, int time1, int time2, int volume1, int volume2, int pan1begin, int pan1end, int pan2begin, int pan2end, int priority, int unk2){ + //TODO + warning("Ambient_Sounds_Add_Speech_Sound(%d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d)", id, unk1, time1, time2, volume1, volume2, pan1begin, pan1end, pan2begin, pan2end, priority, unk2); +} + +// ScriptBase::Ambient_Sounds_Remove_Speech_Sound + +int ScriptBase::Ambient_Sounds_Play_Sound(int a1, int a2, int a3, int a4, int a5) { + //TODO + warning("Ambient_Sounds_Remove_Sound(%d, %d, %d, %d, %d)", a1, a2, a3, a4, a5); + return -1; +} + +// ScriptBase::Ambient_Sounds_Play_Speech_Sound + +void ScriptBase::Ambient_Sounds_Remove_All_Non_Looping_Sounds(int time) { + //TODO + warning("Ambient_Sounds_Remove_All_Non_Looping_Sounds(%d)", time); + // _vm->_ambientSounds->removeAllNonLoopingSounds(time); +} + +void ScriptBase::Ambient_Sounds_Add_Looping_Sound(int id, int volume, int pan, int fadeInTime) { + _vm->_ambientSounds->addLoopingSound(id, volume, pan, fadeInTime); +} + +void ScriptBase::Ambient_Sounds_Adjust_Looping_Sound(int id, int panBegin, int panEnd, int a4) { + //TODO + warning("Ambient_Sounds_Adjust_Looping_Sound(%d, %d, %d, %d)", id, panBegin, panEnd, a4); +} + +void ScriptBase::Ambient_Sounds_Remove_Looping_Sound(int id, bool a2){ + //TODO + warning("Ambient_Sounds_Remove_Looping_Sound(%d, %d)", id, a2); +} + +void ScriptBase::Ambient_Sounds_Remove_All_Looping_Sounds(int time) { + //TODO + warning("Ambient_Sounds_Remove_All_Looping_Sounds(%d)", time); + // _vm->_ambientSounds->removeAllLoopingSounds(time); +} + +void ScriptBase::Setup_Scene_Information(float actorX, float actorY, float actorZ, int actorFacing) { + _vm->_scene->setActorStart(Vector3(actorX, actorY, actorZ), actorFacing); +} + +bool ScriptBase::Dialogue_Menu_Appear(int x, int y) { + //TODO + warning("Dialogue_Menu_Appear(%d, %d)", x, y); + return false; +} + +bool ScriptBase::Dialogue_Menu_Disappear() { + //TODO + warning("Dialogue_Menu_Disappear()"); + return false; +} + +bool ScriptBase::Dialogue_Menu_Clear_List() { + //TODO + warning("Dialogue_Menu_Clear_List()"); + return false; +} + +bool ScriptBase::Dialogue_Menu_Add_To_List(int answer) { + //TODO + warning("Dialogue_Menu_Add_To_List(%d)", answer); + return false; +} + +bool ScriptBase::Dialogue_Menu_Add_DONE_To_List(int answerValue) { + //TODO + warning("Dialogue_Menu_Add_DONE_To_List(%d)", answerValue); + return false; +} + +// Dialogue_Menu_Add_To_List_Never_Repeat_Once_Selected + +bool ScriptBase::DM_Add_To_List(int answer, int a2, int a3, int a4) { + //TODO + warning("DM_Add_To_List(%d, %d, %d, %d)", answer, a2, a3, a4); + return false; +} + +bool ScriptBase::DM_Add_To_List_Never_Repeat_Once_Selected(int answer, int a2, int a3, int a4) { + //TODO + warning("DM_Add_To_List_Never_Repeat_Once_Selected(%d, %d, %d, %d)", answer, a2, a3, a4); + return false; +} + +void ScriptBase::Dialogue_Menu_Remove_From_List(int answer) { + //TODO + warning("Dialogue_Menu_Remove_From_List(%d)", answer); +} + +int ScriptBase::Dialogue_Menu_Query_Input() { + //TODO + warning("Dialogue_Menu_Query_Input()"); + return 0; +} + +int ScriptBase::Dialogue_Menu_Query_List_Size() { + //TODO + warning("Dialogue_Menu_Query_List_Size()"); + return 0; +} + +void ScriptBase::Scene_Exit_Add_2D_Exit(int index, int left, int top, int right, int down, int type) { + _vm->_scene->_exits->add(index, Common::Rect(left, top, right, down), type); +} + +void ScriptBase::Scene_Exit_Remove(int index) { + _vm->_scene->_exits->remove(index); +} + +void ScriptBase::Scene_Exits_Disable() { + _vm->_scene->_exits->setEnabled(false); +} +void ScriptBase::Scene_Exits_Enable() { + _vm->_scene->_exits->setEnabled(true); +} + +void ScriptBase::Scene_2D_Region_Add(int index, int left, int top, int right, int down) { + _vm->_scene->_regions->add(index, Common::Rect(left, top, right, down), 0); +} + +void ScriptBase::Scene_2D_Region_Remove(int index) { + _vm->_scene->_regions->remove(index); +} + +void ScriptBase::World_Waypoint_Set(int waypointId, int sceneId, float x, float y, float z) { + //TODO + warning("World_Waypoint_Set(%d, %d, %f, %f, %f)", waypointId, sceneId, x, y, z); +} +// ScriptBase::World_Waypoint_Reset + +float ScriptBase::World_Waypoint_Query_X(int waypointId) { + //TODO + warning("World_Waypoint_Query_X(%d)", waypointId); + return 0.0f; +} + +float ScriptBase::World_Waypoint_Query_Y(int waypointId) { + //TODO + warning("World_Waypoint_Query_Y(%d)", waypointId); + return 0.0f; +} + +float ScriptBase::World_Waypoint_Query_Z(int waypointId) { + //TODO + warning("World_Waypoint_Query_Z(%d)", waypointId); + return 0.0f; +} + +void ScriptBase::Combat_Cover_Waypoint_Set_Data(int combatCoverId, int a2, int sceneId, int a4, float x, float y, float z) { + //TODO + warning("Combat_Cover_Waypoint_Set_Data(%d, %d, %d, %d, %f, %f, %f)", combatCoverId, a2, sceneId, a4, x, y, z); +} + +void ScriptBase::Combat_Flee_Waypoint_Set_Data(int combatFleeWaypointId, int a2, int sceneId, int a4, float x, float y, float z, int a8) { + //TODO + warning("Combat_Cover_Waypoint_Set_Data(%d, %d, %d, %d, %f, %f, %f, %d)", combatFleeWaypointId, a2, sceneId, a4, x, y, z, a8); +} + +void ScriptBase::Police_Maze_Target_Track_Add(int itemId, float startX, float startY, float startZ, float endX, float endY, float endZ, int steps, signed int data[], bool a10) { + //TODO + warning("Police_Maze_Target_Track_Add(%d, %f, %f, %f, %f, %f, %f, %d, %p, %d)", itemId, startX, startY, startZ, endX, endY, endZ, steps, (void *)data, a10); + +} + +// ScriptBase::Police_Maze_Query_Score +// ScriptBase::Police_Maze_Zero_Score +// ScriptBase::Police_Maze_Increment_Score +// ScriptBase::Police_Maze_Decrement_Score +// ScriptBase::Police_Maze_Set_Score + +void ScriptBase::Police_Maze_Set_Pause_State(int a1) { + //TODO + warning("Police_Maze_Set_Pause_State(%d)", a1); +} + +void ScriptBase::CDB_Set_Crime(int crimeId, int value) { + _vm->_crimesDatabase->setCrime(crimeId, value); +} + +void ScriptBase::CDB_Set_Clue_Asset_Type(int assetId, int type) { + _vm->_crimesDatabase->setAssetType(assetId, type); +} + +void ScriptBase::SDB_Set_Actor(int suspectId, int actorId) { + _vm->_suspectsDatabase->get(suspectId)->setActor(actorId); +} + +bool ScriptBase::SDB_Add_Photo_Clue(int suspectId, int a2, int a3) { + return _vm->_suspectsDatabase->get(suspectId)->addPhotoClue(a2, a3); +} + +void ScriptBase::SDB_Set_Name(int actorId) { + // not implemented in game +} + +void ScriptBase::SDB_Set_Sex(int suspectId, int sex) { + _vm->_suspectsDatabase->get(suspectId)->setSex(sex); +} + +bool ScriptBase::SDB_Add_Identity_Clue(int suspectId, int clueId) { + return _vm->_suspectsDatabase->get(suspectId)->addIdentityClue(clueId); +} + +bool ScriptBase::SDB_Add_MO_Clue(int suspectId, int clueId) { + return _vm->_suspectsDatabase->get(suspectId)->addMOClue(clueId); +} + +bool ScriptBase::SDB_Add_Whereabouts_Clue(int suspectId, int clueId) { + return _vm->_suspectsDatabase->get(suspectId)->addWhereaboutsClue(clueId); +} + +bool ScriptBase::SDB_Add_Replicant_Clue(int suspectId, int clueId) { + return _vm->_suspectsDatabase->get(suspectId)->addReplicantClue(clueId); +} + +bool ScriptBase::SDB_Add_Non_Replicant_Clue(int suspectId, int clueId) { + return _vm->_suspectsDatabase->get(suspectId)->addNonReplicantClue(clueId); +} + +bool ScriptBase::SDB_Add_Other_Clue(int suspectId, int clueId) { + return _vm->_suspectsDatabase->get(suspectId)->addOtherClue(clueId); +} + +void ScriptBase::Spinner_Set_Selectable_Destination_Flag(int a1, int a2) { + //TODO + warning("Spinner_Set_Selectable_Destination_Flag(%d, %d)", a1, a2); +} + +// ScriptBase::Spinner_Query_Selectable_Destination_Flag + +int ScriptBase::Spinner_Interface_Choose_Dest(int a1, int a2) { + //TODO + warning("Spinner_Interface_Choose_Dest(%d, %d)", a1, a2); + return -1; +} + +// ScriptBase::Spinner_Set_Selectable_Destination_Flag +// ScriptBase::Spinner_Query_Selectable_Destination_Flag +// ScriptBase::Spinner_Interface_Choose_Dest + +void ScriptBase::ESPER_Flag_To_Activate() { + //TODO + warning("ESPER_Flag_To_Activate()"); +} + +bool ScriptBase::Voight_Kampff_Activate(int a1, int a2){ + //TODO + warning("Voight_Kampff_Activate(%d, %d)", a1, a2); + return false; +} + +int ScriptBase::Elevator_Activate(int elevator) { + //TODO + warning("Elevator_Activate(%d)", elevator); + return 0; +} + +void ScriptBase::View_Score_Board() { + //TODO + warning("View_Score_Board()"); +} +// ScriptBase::Query_Score + +void ScriptBase::Set_Score(int a0, int a1) { + // debug("STUB: Set_Score(%d, %d)", a0, a1); +} + +void ScriptBase::Give_McCoy_Ammo(int ammoType, int ammo) { + _vm->_settings->addAmmo(ammoType, ammo); +} + +void ScriptBase::Assign_Player_Gun_Hit_Sounds(int row, int soundId1, int soundId2, int soundId3) { + _vm->_combat->setHitSoundId(row, 0, soundId1); + _vm->_combat->setHitSoundId(row, 1, soundId2); + _vm->_combat->setHitSoundId(row, 2, soundId3); +} + +void ScriptBase::Assign_Player_Gun_Miss_Sounds(int row, int soundId1, int soundId2, int soundId3) { + _vm->_combat->setMissSoundId(row, 0, soundId1); + _vm->_combat->setMissSoundId(row, 1, soundId2); + _vm->_combat->setMissSoundId(row, 2, soundId3); +} + +void ScriptBase::Disable_Shadows(int animationsIdsList[], int listSize) { + _vm->_sliceRenderer->disableShadows(animationsIdsList, listSize); +} + +bool ScriptBase::Query_System_Currently_Loading_Game() { + return _vm->_gameIsLoading; +} + +void ScriptBase::Actor_Retired_Here(int actorId, int width, int height, int retired, int retiredByActorId) { + Actor *actor = _vm->_actors[actorId]; + Vector3 actorPosition; + actor->getXYZ(&actorPosition.x, &actorPosition.y, &actorPosition.z); + actor->retire(retired, width, height, retiredByActorId); + actor->setAtXYZ(actorPosition, actor->getFacing(), true, 0, true); + _vm->_sceneObjects->setRetired(actorId, true); +} + +void ScriptBase::Clickable_Object(const char *objectName) { + int objectId = _vm->_scene->findObject(objectName); + if (objectId == -1) + return; + _vm->_scene->objectSetIsClickable(objectId, true, !_vm->_sceneIsLoading); +} + +void ScriptBase::Unclickable_Object(const char *objectName) { + int objectId = _vm->_scene->findObject(objectName); + if (objectId == -1) + return; + _vm->_scene->objectSetIsClickable(objectId, false, !_vm->_sceneIsLoading); +} + +void ScriptBase::Obstacle_Object(const char *objectName, bool updateWalkpath) { + int objectId = _vm->_scene->findObject(objectName); + if (objectId == -1) + return; + _vm->_scene->objectSetIsObstacle(objectId, true, !_vm->_sceneIsLoading, !_vm->_sceneIsLoading && updateWalkpath); +} + +void ScriptBase::Unobstacle_Object(const char *objectName, bool updateWalkpath) { + int objectId = _vm->_scene->findObject(objectName); + if (objectId == -1) + return; + _vm->_scene->objectSetIsObstacle(objectId, false, !_vm->_sceneIsLoading, !_vm->_sceneIsLoading && updateWalkpath); +} + +void ScriptBase::Obstacle_Flag_All_Objects(bool isObstacle) { + _vm->_scene->objectSetIsObstacleAll(isObstacle, !_vm->_sceneIsLoading); +} + +void ScriptBase::Combat_Target_Object(const char *objectName) { + int objectId = _vm->_scene->findObject(objectName); + if (objectId == -1) + return; + _vm->_scene->objectSetIsTarget(objectId, true, !_vm->_sceneIsLoading); +} + +void ScriptBase::Un_Combat_Target_Object(const char *objectName) { + int objectId = _vm->_scene->findObject(objectName); + if (objectId == -1) + return; + _vm->_scene->objectSetIsTarget(objectId, true, !_vm->_sceneIsLoading); +} + +void ScriptBase::Set_Fade_Color(float r, float g, float b) { + _vm->_scene->_set->_effects->setFadeColor(r, g, b); +} + +void ScriptBase::Set_Fade_Density(float density) { + _vm->_scene->_set->_effects->setFadeDensity(density); +} + +void ScriptBase::Set_Fog_Color(const char* fogName, float r, float g, float b) { + _vm->_scene->_set->_effects->setFogColor(fogName, r, g, b); +} + +void ScriptBase::Set_Fog_Density(const char* fogName, float density) { + _vm->_scene->_set->_effects->setFogDensity(fogName, density); +} + +void ScriptBase::ADQ_Flush() { + _vm->_adq->flush(0, true); +} + +void ScriptBase::ADQ_Add(int actorId, int sentenceId, int animationMode) { + _vm->_adq->add(actorId, sentenceId, animationMode); +} + +void ScriptBase::ADQ_Add_Pause(int delay) { + _vm->_adq->addPause(delay); +} + +bool ScriptBase::Game_Over() { + _vm->_gameIsRunning = false; + _vm->_gameOver = true; + return true; +} + +void ScriptBase::Autosave_Game(int textId) { + _vm->_gameAutoSave = textId; +} + +void ScriptBase::I_Sez(const char *str) { + _vm->ISez(str); +} + +void ScriptBase::AI_Countdown_Timer_Start(int actorId, signed int timer, int seconds) { +// if (timer >= 0 && timer <= 2) +// _vm->_actors[actorId]->timerSet(timer, 1000 * seconds); +} + +void ScriptBase::AI_Countdown_Timer_Reset(int actorId, int timer) { +// if (timer >= 0 && timer <= 2) +// _vm->_actors[actorId]->timerReset(timer); +} + +void ScriptBase::AI_Movement_Track_Unpause(int actorId) { + //_vm->_actors[actorId]->movementTrackUnpause(); +} + +void ScriptBase::AI_Movement_Track_Pause(int actorId) { + //_vm->_actors[actorId]->movementTrackPause(); +} + +void ScriptBase::AI_Movement_Track_Repeat(int actorId) { + _vm->_actors[actorId]->_movementTrack->repeat(); + //_vm->_actors[actorId]->movementTrackRepeat(1); +} + +void ScriptBase::AI_Movement_Track_Append_Run_With_Facing(int actorId, int waypointId, int delay, int angle) { + _vm->_actors[actorId]->_movementTrack->append(waypointId, delay, angle, 1); +} + +void ScriptBase::AI_Movement_Track_Append_With_Facing(int actorId, int waypointId, int delay, int angle) { + _vm->_actors[actorId]->_movementTrack->append(waypointId, delay, angle, 0); +} + +void ScriptBase::AI_Movement_Track_Append_Run(int actorId, int waypointId, int delay) { + _vm->_actors[actorId]->_movementTrack->append(waypointId, delay, 1); +} + +void ScriptBase::AI_Movement_Track_Append(int actorId, int waypointId, int delay) { + _vm->_actors[actorId]->_movementTrack->append(waypointId, delay, 0); +} + +void ScriptBase::AI_Movement_Track_Flush(int actorId) { + _vm->_actors[actorId]->_movementTrack->flush(); + _vm->_actors[actorId]->stopWalking(false); +} + +void ScriptBase::KIA_Play_Actor_Dialogue(int a1, int a2) { + //TODO + warning("KIA_Play_Actor_Dialogue(%d, %d)", a1, a2); +} + +void ScriptBase::KIA_Play_Slice_Model(int a1) { + //TODO + warning("KIA_Play_Slice_Model(%d)", a1); +} + +void ScriptBase::KIA_Play_Photograph(int a1) { + //TODO + warning("KIA_Play_Photograph(%d)", a1); +} + +void ScriptBase::ESPER_Add_Photo(const char* fileName, int a2, int a3) { + //TODO + warning("ESPER_Add_Photo(%s, %d, %d)", fileName, a2, a3); +} + +void ScriptBase::ESPER_Define_Special_Region(int a1, int a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9, int a10, int a11, int a12, int a13, const char *name) { + //TODO + warning("ESPER_Define_Special_Region(%d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %s)", a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, name); +} + +AIScripts::AIScripts(BladeRunnerEngine *vm) : _vm(vm), _inScriptCounter(0) { + for (int i = 0; i != 100; ++i) + _AIScripts[i] = 0; + + _AIScripts[0] = new AIScript_McCoy(_vm); + _AIScripts[23] = new AIScript_Officer_Leroy(_vm); +} + +void AIScripts::Initialize(int actor) { + if (_AIScripts[actor]) + _AIScripts[actor]->Initialize(); +} + +void AIScripts::UpdateAnimation(int actor, int *animation, int *frame) { + _inScriptCounter++; + if (_AIScripts[actor]) + _AIScripts[actor]->UpdateAnimation(animation, frame); + _inScriptCounter--; +} + +void AIScripts::ChangeAnimationMode(int actor, int mode) { + _inScriptCounter++; + if (_AIScripts[actor]) + _AIScripts[actor]->ChangeAnimationMode(mode); + _inScriptCounter--; +} + +} // End of namespace BladeRunner |