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authorPeter Kohaut2015-09-19 01:47:54 +0200
committerEugene Sandulenko2016-09-29 22:33:40 +0200
commit2888d0b3460cdca2dd52f8d6aa94b429d46345ad (patch)
tree7092952c395cb32ce26c9c43589de3248053736a /engines/bladerunner/script/script.h
parentde7f961f484bc29c33240a29376bbd24dc4d6139 (diff)
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BLADERUNNER: forgotten script files....
Diffstat (limited to 'engines/bladerunner/script/script.h')
-rw-r--r--engines/bladerunner/script/script.h215
1 files changed, 109 insertions, 106 deletions
diff --git a/engines/bladerunner/script/script.h b/engines/bladerunner/script/script.h
index e399a64f29..97db6eb425 100644
--- a/engines/bladerunner/script/script.h
+++ b/engines/bladerunner/script/script.h
@@ -41,66 +41,66 @@ public:
{}
protected:
- // Preload
- // Actor_Put_In_Set
- // Actor_Set_At_XYZ
- // Actor_Set_At_Waypoint
- // Region_Check
+ void Preload(int animationId);
+ void Actor_Put_In_Set(int actorId, int setId);
+ void Actor_Set_At_XYZ(int actorId, float x, float y, float z, int angle);
+ void Actor_Set_At_Waypoint(int actorId, int waypointId, int angle);
+ bool Region_Check(int left, int top, int right, int down);
// Object_Query_Click
// Object_Do_Ground_Click
- // Object_Mark_For_Hot_Mouse
- // Actor_Face_Actor
- // Actor_Face_Object
- // Actor_Face_Item
- // Actor_Face_Waypoint
- // Actor_Face_XYZ
- // Actor_Face_Current_Camera
- // Actor_Face_Heading
- // Actor_Query_Friendliness_To_Other
- // Actor_Modify_Friendliness_To_Other
- // Actor_Set_Friendliness_To_Other
- // Actor_Set_Honesty
- // Actor_Set_Intelligence
- // Actor_Set_Stability
- // Actor_Set_Combat_Aggressiveness
- // Actor_Query_Current_HP
- // Actor_Query_Max_HP
- // Actor_Query_Combat_Aggressiveness
- // Actor_Query_Honesty
- // Actor_Query_Intelligence
- // Actor_Query_Stability
- // Actor_Modify_Current_HP
- // Actor_Modify_Max_HP
- // Actor_Modify_Combat_Aggressiveness
- // Actor_Modify_Honesty
- // Actor_Modify_Intelligence
- // Actor_Modify_Stability
- // Actor_Set_Flag_Damage_Anim_If_Moving
- // Actor_Query_Flag_Damage_Anim_If_Moving
- // Actor_Combat_AI_Hit_Attempt
- // Non_Player_Actor_Combat_Mode_On
- // Non_Player_Actor_Combat_Mode_Off
- // Actor_Set_Health
- // Actor_Set_Targetable
- // Actor_Says
- // Actor_Says_With_Pause
+ bool Object_Mark_For_Hot_Mouse(char *objectName);
+ void Actor_Face_Actor(int actorId, int otherActorId, bool animate);
+ void Actor_Face_Object(int actorId, char *objectName, bool animate);
+ void Actor_Face_Item(int actorId, int itemId, bool animate);
+ void Actor_Face_Waypoint(int actorId, int waypointId, bool animate);
+ void Actor_Face_XYZ(int actorId, float x, float y, float z, bool animate);
+ void Actor_Face_Current_Camera(int actorId, bool animate);
+ void Actor_Face_Heading(int actorId, int heading);
+ int Actor_Query_Friendliness_To_Other(int actorId, int otherActorId);
+ void Actor_Modify_Friendliness_To_Other(int actorId, int otherActorId, signed int change);
+ void Actor_Set_Friendliness_To_Other(int actorId, int otherActorId, int friendliness);
+ void Actor_Set_Honesty(int actorId, int honesty);
+ void Actor_Set_Intelligence(int actorId, int intelligence);
+ void Actor_Set_Stability(int actorId, int stability);
+ void Actor_Set_Combat_Aggressiveness(int actorId, int combatAggressiveness);
+ int Actor_Query_Current_HP(int actorId);
+ int Actor_Query_Max_HP(int actorId);
+ int Actor_Query_Combat_Aggressiveness(int actorId);
+ int Actor_Query_Honesty(int actorId);
+ int Actor_Query_Intelligence(int actorId);
+ int Actor_Query_Stability(int actorId);
+ void Actor_Modify_Current_HP(int actorId, signed int change);
+ void Actor_Modify_Max_HP(int actorId, signed int change);
+ void Actor_Modify_Combat_Aggressiveness(int actorId, signed int change);
+ void Actor_Modify_Honesty(int actorId, signed int change);
+ void Actor_Modify_Intelligence(int actorId, signed int change);
+ void Actor_Modify_Stability(int actorId, signed int change);
+ void Actor_Set_Flag_Damage_Anim_If_Moving(int actorId, bool value);
+ bool Actor_Query_Flag_Damage_Anim_If_Moving(int actorId);
+ void Actor_Combat_AI_Hit_Attempt(int actorId);
+ void 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);
+ void Non_Player_Actor_Combat_Mode_Off(int actorId);
+ void Actor_Set_Health(int actor, int hp, int maxHp);
+ void Actor_Set_Targetable(int actor, bool targetable);
+ void Actor_Says(int actorId, int sentenceId, int animationMode);
+ void Actor_Says_With_Pause(int actorId, int sentenceId, float pause, int animationMode);
void Actor_Voice_Over(int sentenceId, int actorId);
- // Actor_Start_Speech_Sample
- // Actor_Start_Voice_Over_Sample
- // Actor_Query_Which_Set_In
- // Actor_Query_Is_In_Current_Set
- // Actor_Query_In_Set
- // Actor_Query_Inch_Distance_From_Actor
- // Actor_Query_Inch_Distance_From_Waypoint
- // Actor_Query_In_Between_Two_Actors
- // Actor_Set_Goal_Number
- // Actor_Query_Goal_Number
- // Actor_Query_XYZ
- // Actor_Query_Facing_1024
- // Actor_Set_Frame_Rate_FPS
- // Slice_Animation_Query_Number_Of_Frames
- // Actor_Change_Animation_Mode
- // Actor_Query_Animation_Mode
+ void Actor_Start_Speech_Sample(int actorId, int sentenceId);
+ void Actor_Start_Voice_Over_Sample(int sentenceId);
+ int Actor_Query_Which_Set_In(int actorId);
+ bool Actor_Query_Is_In_Current_Set(int actorId);
+ bool Actor_Query_In_Set(int actorId, int setId);
+ int Actor_Query_Inch_Distance_From_Actor(int actorId, int otherActorId);
+ int Actor_Query_Inch_Distance_From_Waypoint(int actorId, int waypointId);
+ bool Actor_Query_In_Between_Two_Actors(int actorId, int otherActor1Id, int otherActor2Id);
+ void Actor_Set_Goal_Number(int actorId, int goalNumber);
+ int Actor_Query_Goal_Number(int actorId);
+ void Actor_Query_XYZ(int actorId, float *x, float *y, float *z);
+ int Actor_Query_Facing_1024(int actorId);
+ void Actor_Set_Frame_Rate_FPS(int actorId, int fps);
+ int Slice_Animation_Query_Number_Of_Frames(int animationId);
+ void Actor_Change_Animation_Mode(int actorId, int animationMode);
+ int Actor_Query_Animation_Mode(int actorId);
// Loop_Actor_Walk_To_Actor
// Loop_Actor_Walk_To_Item
// Loop_Actor_Walk_To_Scene_Object
@@ -111,41 +111,41 @@ protected:
// Actor_Force_Stop_Walking
// Loop_Actor_Travel_Stairs
// Loop_Actor_Travel_Ladder
- void Actor_Clue_Add_To_Database(int a0, int a1, int a2, int a3, int a4, int a5);
- // Actor_Clue_Acquire
- // Actor_Clue_Lose
- // Actor_Clue_Query
- // Actor_Clues_Transfer_New_To_Mainframe
- // Actor_Clues_Transfer_New_From_Mainframe
- // Actor_Set_Invisible
- // Actor_Set_Immunity_To_Obstacles
+ void Actor_Clue_Add_To_Database(int actorId, int clueId, int unknown, bool clueAcquired, bool unknownFlag, int fromActorId);
+ void Actor_Clue_Acquire(int actorId, int clueId, byte unknownFlag, int fromActorId);
+ void Actor_Clue_Lose(int actorId, int clueId);
+ bool Actor_Clue_Query(int actorId, int clueId);
+ void Actor_Clues_Transfer_New_To_Mainframe(int actorId);
+ void Actor_Clues_Transfer_New_From_Mainframe(int actorId);
+ void Actor_Set_Invisible(int actorId, bool isInvisible);
+ void Actor_Set_Immunity_To_Obstacles(int actorId, bool isImmune);
// Item_Add_To_World
// Item_Remove_From_World
// Item_Spin_In_World
// Item_Flag_As_Target
// Item_Flag_As_Non_Target
// Item_Pickup_Spin_Effect
- // Animation_Open
- // Animation_Close
- // Animation_Start
- // Animation_Stop
- // Animation_Skip_To_Frame
- // Delay
+ int Animation_Open();
+ int Animation_Close();
+ int Animation_Start();
+ int Animation_Stop();
+ int Animation_Skip_To_Frame();
+ void Delay(int miliseconds);
void Player_Loses_Control();
void Player_Gains_Control();
- // Player_Set_Combat_Mode
- // Player_Query_Combat_Mode
- // Player_Set_Combat_Mode_Access
- // Player_Query_Current_Set
- // Player_Query_Current_Scene
- // Player_Query_Agenda
- // Player_Set_Agenda
- // Query_Difficulty_Level
+ void Player_Set_Combat_Mode(bool activate);
+ bool Player_Query_Combat_Mode();
+ void Player_Set_Combat_Mode_Access(bool enable);
+ int Player_Query_Current_Set();
+ int Player_Query_Current_Scene();
+ int Player_Query_Agenda();
+ void Player_Set_Agenda(int agenda);
+ int Query_Difficulty_Level();
void Game_Flag_Set(int flag);
void Game_Flag_Reset(int flag);
bool Game_Flag_Query(int flag);
- // Set_Enter
- // Chapter_Enter
+ void Set_Enter(int setId, int sceneId);
+ void Chapter_Enter(int chapter, int setId, int sceneId);
int Global_Variable_Set(int, int);
int Global_Variable_Reset(int);
int Global_Variable_Query(int);
@@ -194,12 +194,12 @@ protected:
// Dialogue_Menu_Remove_From_List
// Dialogue_Menu_Query_Input
// Dialogue_Menu_Query_List_Size
- void Scene_Exit_Add_2D_Exit(int, int, int, int, int, int);
- // Scene_Exit_Remove
- // Scene_Exits_Disable
- // Scene_Exits_Enable
- void Scene_2D_Region_Add(int, int, int, int, int);
- // Scene_2D_Region_Remove
+ void Scene_Exit_Add_2D_Exit(int index, int left, int top, int right, int down, int type);
+ void Scene_Exit_Remove(int index);
+ void Scene_Exits_Disable();
+ void Scene_Exits_Enable();
+ void Scene_2D_Region_Add(int index, int left, int top, int right, int down);
+ void Scene_2D_Region_Remove(int index);
// World_Waypoint_Set
// World_Waypoint_Reset
// World_Waypoint_Query_X
@@ -235,28 +235,28 @@ protected:
// View_Score_Board
// Query_Score
void Set_Score(int a0, int a1);
- // Give_McCoy_Ammo
- void Assign_Player_Gun_Hit_Sounds(int a0, int a1, int a2, int a3);
- void Assign_Player_Gun_Miss_Sounds(int a0, int a1, int a2, int a3);
- // Disable_Shadows
- // Query_System_Currently_Loading_Game
- // Actor_Retired_Here
- // Clickable_Object
- // Unclickable_Object
- // Obstacle_Object
- // Unobstacle_Object
- // Obstacle_Flag_All_Objects
- // Combat_Target_Object
- // Un_Combat_Target_Object
- // Set_Fade_Color
- // Set_Fade_Density
- // Set_Fog_Color
- // Set_Fog_Density
+ void Give_McCoy_Ammo(int ammoType, int ammo);
+ void Assign_Player_Gun_Hit_Sounds(int row, int soundId1, int soundId2, int soundId3);
+ void Assign_Player_Gun_Miss_Sounds(int row, int soundId1, int soundId2, int soundId3);
+ void Disable_Shadows(int *animationsIdsList, int listSize);
+ bool Query_System_Currently_Loading_Game();
+ void Actor_Retired_Here(int actorId, int width, int height, int retired, int retiredByActorId);
+ void Clickable_Object(char *objectName);
+ void Unclickable_Object(char *objectName);
+ void Obstacle_Object(char *objectName, bool updateWalkpath);
+ void Unobstacle_Object(char *objectName, bool updateWalkpath);
+ void Obstacle_Flag_All_Objects(bool isObstacle);
+ void Combat_Target_Object(char *objectName);
+ void Un_Combat_Target_Object(char *objectName);
+ void Set_Fade_Color(float r, float g, float b);
+ void Set_Fade_Density(float density);
+ void Set_Fog_Color(char* fogName, float r, float g, float b);
+ void Set_Fog_Density(char* fogName, float density);
// ADQ_Flush
// ADQ_Add
// ADQ_Add_Pause
- // Game_Over
- // Autosave_Game
+ bool Game_Over();
+ void Autosave_Game(int textId);
void I_Sez(const char *str);
};
@@ -269,6 +269,7 @@ public:
virtual void InitializeScene() = 0;
virtual void SceneLoaded() = 0;
virtual void SceneFrameAdvanced(int frame) = 0;
+ virtual void SceneActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) = 0;
};
class Script {
@@ -289,6 +290,7 @@ public:
void InitializeScene();
void SceneLoaded();
void SceneFrameAdvanced(int frame);
+ void SceneActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet);
};
#define DECLARE_SCRIPT(name) \
@@ -300,6 +302,7 @@ public: \
void InitializeScene(); \
void SceneLoaded(); \
void SceneFrameAdvanced(int frame); \
+ void SceneActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet); \
};
DECLARE_SCRIPT(RC01)