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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.h | |
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.h')
-rw-r--r-- | engines/bladerunner/script/script.h | 855 |
1 files changed, 855 insertions, 0 deletions
diff --git a/engines/bladerunner/script/script.h b/engines/bladerunner/script/script.h new file mode 100644 index 0000000000..5966b67868 --- /dev/null +++ b/engines/bladerunner/script/script.h @@ -0,0 +1,855 @@ +/* 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. + * + */ + +#ifndef BLADERUNNER_SCRIPT_H +#define BLADERUNNER_SCRIPT_H + +#include "common/str.h" + +namespace BladeRunner { + +class BladeRunnerEngine; + +class ScriptBase { +protected: + BladeRunnerEngine *_vm; + +public: + ScriptBase(BladeRunnerEngine *vm) : _vm(vm) {} + virtual ~ScriptBase() {} + +protected: + void Preload(int animationId); + void Actor_Put_In_Set(int actorId, int set); + void Actor_Set_At_XYZ(int actorId, float x, float y, float z, int direction); + void Actor_Set_At_Waypoint(int actorId, int waypointId, int angle); + bool Region_Check(int left, int top, int right, int down); + bool Object_Query_Click(const char *objectName1, const char *objectName2); + void Object_Do_Ground_Click(); + bool Object_Mark_For_Hot_Mouse(const char *objectName); + void Actor_Face_Actor(int actorId, int otherActorId, bool animate); + void Actor_Face_Object(int actorId, const 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, bool animate); + 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); + 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); + bool Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int a3, int a4, bool running); + bool Loop_Actor_Walk_To_Item(int actorId, int itemId, int a3, int a4, bool run); + bool Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int distance, bool a4, bool run); + bool Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int a3, int a4, bool run); + bool Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int a4, int a5, bool run, int a7); + void Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int a3, int run); + void Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int a5, bool run); + void Actor_Force_Stop_Walking(int actorId); + bool Loop_Actor_Travel_Stairs(int actorId, int a2, int a3, int a4); + bool Loop_Actor_Travel_Ladder(int actorId, int a2, int a3, int a4); + 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); + void 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); + void Item_Remove_From_World(int itemId); + void Item_Spin_In_World(int itemId); + void Item_Flag_As_Target(int itemId); + void Item_Flag_As_Non_Target(int itemId); + void Item_Pickup_Spin_Effect(int a1, int a2, int a3); + 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(); + 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); + 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); + int Global_Variable_Increment(int, int); + int Global_Variable_Decrement(int, int); + int Random_Query(int min, int max); + void Sound_Play(int id, int volume, int panFrom, int panTo, int priority); + void Sound_Play_Speech_Line(int actorId, int speechId, int a3, int a4, int a5); + void Sound_Left_Footstep_Walk(int actorId); + void Sound_Right_Footstep_Walk(int actorId); + void Sound_Left_Footstep_Run(int actorId); + void Sound_Right_Footstep_Run(int actorId); + // Sound_Walk_Shuffle_Stop + void Footstep_Sounds_Set(int index, int value); + void Footstep_Sound_Override_On(int footstepSoundOverride); + void Footstep_Sound_Override_Off(); + bool Music_Play(int a1, int a2, int a3, int a4, int a5, int a6, int a7); + void Music_Adjust(int a1, int a2, int a3); + void Music_Stop(int a1); + bool Music_Is_Playing(); + void Overlay_Play(const char *overlay, int a2, int a3, int a4, int a5); + void Overlay_Remove(const char *overlay); + void Scene_Loop_Set_Default(int); + void Scene_Loop_Start_Special(int, int, int); + void Outtake_Play(int id, int noLocalization = false, int container = -1); + void 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); + void Ambient_Sounds_Remove_Sound(int id, bool a2); + void 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); + // Ambient_Sounds_Remove_Speech_Sound + int Ambient_Sounds_Play_Sound(int a1, int a2, int a3, int a4, int a5); + // Ambient_Sounds_Play_Speech_Sound + void Ambient_Sounds_Remove_All_Non_Looping_Sounds(int time); + void Ambient_Sounds_Add_Looping_Sound(int id, int volume, int pan, int fadeInTime); + void Ambient_Sounds_Adjust_Looping_Sound(int id, int panBegin, int panEnd, int a4); + void Ambient_Sounds_Remove_Looping_Sound(int id, bool a2); + void Ambient_Sounds_Remove_All_Looping_Sounds(int time); + void Setup_Scene_Information(float actorX, float actorY, float actorZ, int actorFacing); + bool Dialogue_Menu_Appear(int x, int y); + bool Dialogue_Menu_Disappear(); + bool Dialogue_Menu_Clear_List(); + bool Dialogue_Menu_Add_To_List(int answer); + bool Dialogue_Menu_Add_DONE_To_List(int answer); + // Dialogue_Menu_Add_To_List_Never_Repeat_Once_Selected + bool DM_Add_To_List(int answer, int a2, int a3, int a4); + bool DM_Add_To_List_Never_Repeat_Once_Selected(int answer, int a2, int a3, int a4); + void Dialogue_Menu_Remove_From_List(int answer); + int Dialogue_Menu_Query_Input(); + int Dialogue_Menu_Query_List_Size(); + 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); + void World_Waypoint_Set(int waypointId, int sceneId, float x, float y, float z); + // World_Waypoint_Reset + float World_Waypoint_Query_X(int waypointId); + float World_Waypoint_Query_Y(int waypointId); + float World_Waypoint_Query_Z(int waypointId); + void Combat_Cover_Waypoint_Set_Data(int combatCoverId, int a2, int sceneId, int a4, float x, float y, float z); + void Combat_Flee_Waypoint_Set_Data(int combatFleeWaypointId, int a2, int sceneId, int a4, float x, float y, float z, int a8); + void 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); + // Police_Maze_Query_Score + // Police_Maze_Zero_Score + // Police_Maze_Increment_Score + // Police_Maze_Decrement_Score + // Police_Maze_Set_Score + void Police_Maze_Set_Pause_State(int a1); + void CDB_Set_Crime(int crimeId, int value); + void CDB_Set_Clue_Asset_Type(int assetId, int type); + void SDB_Set_Actor(int suspectId, int actorId); + bool SDB_Add_Photo_Clue(int suspectId, int a2, int a3); + void SDB_Set_Name(int suspectId); + void SDB_Set_Sex(int suspectId, int sex); + bool SDB_Add_Identity_Clue(int suspectId, int clueId); + bool SDB_Add_MO_Clue(int suspectId, int clueId); + bool SDB_Add_Whereabouts_Clue(int suspectId, int clueId); + bool SDB_Add_Replicant_Clue(int suspectId, int clueId); + bool SDB_Add_Non_Replicant_Clue(int suspectId, int clueId); + bool SDB_Add_Other_Clue(int suspectId, int clueId); + void Spinner_Set_Selectable_Destination_Flag(int a1, int a2); + // Spinner_Query_Selectable_Destination_Flag + int Spinner_Interface_Choose_Dest(int a1, int a2); + void ESPER_Flag_To_Activate(); + bool Voight_Kampff_Activate(int a1, int a2); + int Elevator_Activate(int elevator); + void View_Score_Board(); + // Query_Score + void Set_Score(int a0, int a1); + 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(const char *objectName); + void Unclickable_Object(const char *objectName); + void Obstacle_Object(const char *objectName, bool updateWalkpath); + void Unobstacle_Object(const char *objectName, bool updateWalkpath); + void Obstacle_Flag_All_Objects(bool isObstacle); + void Combat_Target_Object(const char *objectName); + void Un_Combat_Target_Object(const char *objectName); + void Set_Fade_Color(float r, float g, float b); + void Set_Fade_Density(float density); + void Set_Fog_Color(const char* fogName, float r, float g, float b); + void Set_Fog_Density(const char* fogName, float density); + void ADQ_Flush(); + void ADQ_Add(int actorId, int sentenceId, int animationMode); + void ADQ_Add_Pause(int delay); + bool Game_Over(); + void Autosave_Game(int textId); + void I_Sez(const char *str); + + void AI_Countdown_Timer_Start(int actorId, signed int timer, int seconds); + void AI_Countdown_Timer_Reset(int actorId, int timer); + void AI_Movement_Track_Unpause(int actorId); + void AI_Movement_Track_Pause(int actorId); + void AI_Movement_Track_Repeat(int actorId); + void AI_Movement_Track_Append_Run_With_Facing(int actorId, int waypointId, int delay, int angle); + void AI_Movement_Track_Append_With_Facing(int actorId, int waypointId, int delay, int angle); + void AI_Movement_Track_Append_Run(int actorId, int waypointId, int delay); + void AI_Movement_Track_Append(int actorId, int waypointId, int delay); + void AI_Movement_Track_Flush(int actorId); + + void ESPER_Add_Photo(const char* fileName, int a2, int a3); + void 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); + + void KIA_Play_Actor_Dialogue(int a1, int a2); + void KIA_Play_Slice_Model(int a1); + void KIA_Play_Photograph(int a1); + + void VK_Play_Speech_Line(int actorIndex, int a2, float a3); + void VK_Add_Question(int a1, int a2, int a3); + void VK_Subject_Reacts(int a1, int a2, int a3, int a4); + void VK_Eye_Animates(int a1); +}; + +class SceneScriptBase : public ScriptBase { +public: + SceneScriptBase(BladeRunnerEngine *vm) : ScriptBase(vm) {} + + virtual void InitializeScene() = 0; + virtual void SceneLoaded() = 0; + virtual bool MouseClick(int x, int y) = 0; + virtual bool ClickedOn3DObject(const char *objectName, bool a2) = 0; + virtual bool ClickedOnActor(int actorId) = 0; + virtual bool ClickedOnItem(int itemId, bool a2) = 0; + virtual bool ClickedOnExit(int exitId) = 0; + virtual bool ClickedOn2DRegion(int region) = 0; + virtual void SceneFrameAdvanced(int frame) = 0; + virtual void ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) = 0; + virtual void PlayerWalkedIn() = 0; + virtual void PlayerWalkedOut() = 0; + virtual void DialogueQueueFlushed(int a1) = 0; +}; + +/* + * Scene Scripts + */ + +class Script { +public: + BladeRunnerEngine *_vm; + int _inScriptCounter; + SceneScriptBase *_currentScript; + + Script(BladeRunnerEngine *vm) + : _vm(vm), + _inScriptCounter(0), + _currentScript(nullptr) { + } + ~Script(); + + bool open(const Common::String &name); + + void InitializeScene(); + void SceneLoaded(); + bool MouseClick(int x, int y); + bool ClickedOn3DObject(const char *objectName, bool a2); + bool ClickedOnActor(int actorId); + bool ClickedOnItem(int itemId, bool a2); + bool ClickedOnExit(int exitId); + bool ClickedOn2DRegion(int region); + void SceneFrameAdvanced(int frame); + void ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet); + void PlayerWalkedIn(); + void PlayerWalkedOut(); + void DialogueQueueFlushed(int a1); +}; + +#define DECLARE_SCRIPT(name) \ +class Script##name : public SceneScriptBase { \ +public: \ + Script##name(BladeRunnerEngine *vm) \ + : SceneScriptBase(vm) \ + {} \ + void InitializeScene(); \ + void SceneLoaded(); \ + bool MouseClick(int x, int y); \ + bool ClickedOn3DObject(const char *objectName, bool a2); \ + bool ClickedOnActor(int actorId); \ + bool ClickedOnItem(int itemId, bool a2); \ + bool ClickedOnExit(int exitId); \ + bool ClickedOn2DRegion(int region); \ + void SceneFrameAdvanced(int frame); \ + void ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet); \ + void PlayerWalkedIn(); \ + void PlayerWalkedOut(); \ + void DialogueQueueFlushed(int a1); \ +private: +#define END_SCRIPT }; + +DECLARE_SCRIPT(AR01) +END_SCRIPT + +DECLARE_SCRIPT(AR02) + void sub_402694(); + void sub_402AE0(); + void sub_402CE4(); +END_SCRIPT + +DECLARE_SCRIPT(BB01) +END_SCRIPT + +DECLARE_SCRIPT(BB02) +END_SCRIPT + +DECLARE_SCRIPT(BB03) +END_SCRIPT + +DECLARE_SCRIPT(BB04) +END_SCRIPT + +DECLARE_SCRIPT(BB05) +END_SCRIPT + +DECLARE_SCRIPT(BB06) +END_SCRIPT + +DECLARE_SCRIPT(BB07) +END_SCRIPT + +DECLARE_SCRIPT(BB08) +END_SCRIPT + +DECLARE_SCRIPT(BB09) +END_SCRIPT + +DECLARE_SCRIPT(BB10) +END_SCRIPT + +DECLARE_SCRIPT(BB11) +END_SCRIPT + +DECLARE_SCRIPT(BB12) +END_SCRIPT + +DECLARE_SCRIPT(BB51) +END_SCRIPT + +DECLARE_SCRIPT(CT01) + void sub_40269C(); +END_SCRIPT + +DECLARE_SCRIPT(CT02) + void sub_401ACC(); +END_SCRIPT + +DECLARE_SCRIPT(CT03) +END_SCRIPT + +DECLARE_SCRIPT(CT04) + void sub_401D4C(); +END_SCRIPT + +DECLARE_SCRIPT(CT05) +END_SCRIPT + +DECLARE_SCRIPT(CT06) +END_SCRIPT + +DECLARE_SCRIPT(CT07) +END_SCRIPT + +DECLARE_SCRIPT(CT08) +END_SCRIPT + +DECLARE_SCRIPT(CT09) +END_SCRIPT + +DECLARE_SCRIPT(CT10) + void sub_401844(); +END_SCRIPT + +DECLARE_SCRIPT(CT11) +END_SCRIPT + +DECLARE_SCRIPT(CT12) +END_SCRIPT + +DECLARE_SCRIPT(CT51) +END_SCRIPT + +DECLARE_SCRIPT(DR01) +END_SCRIPT + +DECLARE_SCRIPT(DR02) +END_SCRIPT + +DECLARE_SCRIPT(DR03) + void sub_401B18(); +END_SCRIPT + +DECLARE_SCRIPT(DR04) + bool sub_401160(); +END_SCRIPT + +DECLARE_SCRIPT(DR05) +END_SCRIPT + +DECLARE_SCRIPT(DR06) +END_SCRIPT + +DECLARE_SCRIPT(HC01) + void sub_402384(); + void sub_40346C(); +END_SCRIPT + +DECLARE_SCRIPT(HC02) +END_SCRIPT + +DECLARE_SCRIPT(HC03) +END_SCRIPT + +DECLARE_SCRIPT(HC04) + void sub_401B90(); +END_SCRIPT + +DECLARE_SCRIPT(HF01) + void sub_4026B4(); + void sub_4032DC(); + void sub_403484(); +END_SCRIPT + +DECLARE_SCRIPT(HF02) +END_SCRIPT + +DECLARE_SCRIPT(HF03) + void sub_401C80(); +END_SCRIPT + +DECLARE_SCRIPT(HF04) +END_SCRIPT + +DECLARE_SCRIPT(HF05) + void sub_402370(); + void sub_402970(); + void sub_402AE4(); + void sub_403738(); + void sub_403A34(int actorId); + void sub_403F0C(); + void sub_40410C(); + void sub_4042E4(); + void sub_404474(); + int sub_404858(); + int sub_4048C0(); +END_SCRIPT + +DECLARE_SCRIPT(HF06) + void sub_401EF4(); + void sub_4023E0(); +END_SCRIPT + +DECLARE_SCRIPT(HF07) + int sub_401864(); +END_SCRIPT + +DECLARE_SCRIPT(KP01) +END_SCRIPT + +DECLARE_SCRIPT(KP02) +END_SCRIPT + +DECLARE_SCRIPT(KP03) + void sub_401E54(); +END_SCRIPT + +DECLARE_SCRIPT(KP04) +END_SCRIPT + +DECLARE_SCRIPT(KP05) +END_SCRIPT + +DECLARE_SCRIPT(KP06) +END_SCRIPT + +DECLARE_SCRIPT(KP07) +END_SCRIPT + +DECLARE_SCRIPT(MA01) +END_SCRIPT + +DECLARE_SCRIPT(MA02) + void sub_401E4C(); + bool sub_401F7C(); + void sub_402044(); +END_SCRIPT + +//MA03 does not exists + +DECLARE_SCRIPT(MA04) + bool sub_402758(); + bool sub_402820(); + bool sub_402888(); + void sub_4028A8(); + void sub_402F2C(); + void sub_4032A0(); + void sub_4034D8(); + void sub_403864(); + void sub_403DA8(); +END_SCRIPT + +DECLARE_SCRIPT(MA05) + bool sub_401990(); +END_SCRIPT + +DECLARE_SCRIPT(MA06) + bool sub_4012C0(); + void sub_4014E4(); +END_SCRIPT + +DECLARE_SCRIPT(MA07) +END_SCRIPT + +DECLARE_SCRIPT(MA08) +END_SCRIPT + +DECLARE_SCRIPT(NR01) +END_SCRIPT + +DECLARE_SCRIPT(NR02) + void sub_402134(); +END_SCRIPT + +DECLARE_SCRIPT(NR03) + void sub_40259C(int frame); + void sub_402994(); +END_SCRIPT + +DECLARE_SCRIPT(NR04) + void sub_401DB0(); + void sub_402860(int frame); + void sub_402960(); +END_SCRIPT + +DECLARE_SCRIPT(NR05) + void sub_401F74(int frame); + void sub_4020B4(); + void sub_4022DC(); + void sub_402A48(int actorId); + void sub_402B9C(); +END_SCRIPT + +DECLARE_SCRIPT(NR06) + void sub_401BAC(); +END_SCRIPT + +DECLARE_SCRIPT(NR07) + void sub_4018D4(); + void sub_401A10(); + void sub_401C60(); + void sub_401EF4(); + void sub_4020F0(); + void sub_402284(); + void sub_402510(); + void sub_402614(); + void sub_402738(); + void sub_4028FC(); +END_SCRIPT + +DECLARE_SCRIPT(NR08) + void sub_4021B4(); +END_SCRIPT + +DECLARE_SCRIPT(NR09) + void sub_40172C(); +END_SCRIPT + +DECLARE_SCRIPT(NR10) +END_SCRIPT + +DECLARE_SCRIPT(NR11) + void sub_4027D0(int actorId, signed int frame); + void sub_4028EC(); +END_SCRIPT + +DECLARE_SCRIPT(PS01) +END_SCRIPT + +DECLARE_SCRIPT(PS02) + void sub_4018BC(); +END_SCRIPT + +DECLARE_SCRIPT(PS03) +END_SCRIPT + +DECLARE_SCRIPT(PS04) + void sub_4017E4(); +END_SCRIPT + +DECLARE_SCRIPT(PS05) + void sub_401B34(); + void sub_401C30(); +END_SCRIPT + +DECLARE_SCRIPT(PS06) +END_SCRIPT + +DECLARE_SCRIPT(PS07) + void sub_401D60(); +END_SCRIPT + +// PS08 does not exits + +DECLARE_SCRIPT(PS09) + void sub_402090(); +END_SCRIPT + +DECLARE_SCRIPT(PS10) + void sub_402238(); +END_SCRIPT + +DECLARE_SCRIPT(PS11) + void sub_402744(); +END_SCRIPT + +DECLARE_SCRIPT(PS12) + void sub_4028C4(); +END_SCRIPT + +DECLARE_SCRIPT(PS13) + void sub_40267C(); +END_SCRIPT + +DECLARE_SCRIPT(PS14) +END_SCRIPT + +DECLARE_SCRIPT(PS15) +END_SCRIPT + +DECLARE_SCRIPT(RC01) + void sub_403850(); + void sub_4037AC(); +END_SCRIPT + +DECLARE_SCRIPT(RC02) + void sub_402A7C(); +END_SCRIPT + +DECLARE_SCRIPT(RC03) + void sub_402834(); +END_SCRIPT + +DECLARE_SCRIPT(RC04) + void sub_401DF4(); +END_SCRIPT + +DECLARE_SCRIPT(RC51) +END_SCRIPT + +DECLARE_SCRIPT(TB02) + void sub_402644(); + void sub_402B50(); +END_SCRIPT + +DECLARE_SCRIPT(TB03) +END_SCRIPT + +DECLARE_SCRIPT(TB05) +END_SCRIPT + +DECLARE_SCRIPT(TB06) +END_SCRIPT + +DECLARE_SCRIPT(TB07) + void sub_401B0C(); +END_SCRIPT + +DECLARE_SCRIPT(UG01) +END_SCRIPT + +DECLARE_SCRIPT(UG02) + bool sub_402354(); +END_SCRIPT + +DECLARE_SCRIPT(UG03) +END_SCRIPT + +DECLARE_SCRIPT(UG04) +END_SCRIPT + +DECLARE_SCRIPT(UG05) + int sub_4021B0(); + void sub_402218(); +END_SCRIPT + +DECLARE_SCRIPT(UG06) +END_SCRIPT + +DECLARE_SCRIPT(UG07) +END_SCRIPT + +DECLARE_SCRIPT(UG08) +END_SCRIPT + +DECLARE_SCRIPT(UG09) +END_SCRIPT + +DECLARE_SCRIPT(UG10) +END_SCRIPT + +// UG11 does not exists + +DECLARE_SCRIPT(UG12) +END_SCRIPT + +DECLARE_SCRIPT(UG13) + void sub_40223C(); + void sub_4023D8(); + void sub_4025E0(); + void sub_402960(); + int sub_402AD0(); + void sub_402AD4(); + void sub_402E24(); +END_SCRIPT + +DECLARE_SCRIPT(UG14) +END_SCRIPT + +DECLARE_SCRIPT(UG15) +END_SCRIPT + +DECLARE_SCRIPT(UG16) + void sub_401D78(); +END_SCRIPT + +DECLARE_SCRIPT(UG17) +END_SCRIPT + +DECLARE_SCRIPT(UG18) + void sub_402734(); + void sub_402DE8(); + void sub_402F8C(); + void sub_403114(); + void sub_403278(); + void sub_403588(); +END_SCRIPT + +DECLARE_SCRIPT(UG19) +END_SCRIPT + +#undef DECLARE_SCRIPT + +/* + * Actor Scripts + */ + +class AIScriptBase : public ScriptBase { +public: + AIScriptBase(BladeRunnerEngine *vm) : ScriptBase(vm) {} + + virtual void Initialize() = 0; + virtual bool Update() = 0; + virtual void TimerExpired(int timer) = 0; + virtual void CompletedMovementTrack() = 0; + virtual void ReceivedClue(int clueId, int fromActorId) = 0; + virtual void ClickedByPlayer() = 0; + virtual void EnteredScene(int sceneId) = 0; + virtual void OtherAgentEnteredThisScene() = 0; + virtual void OtherAgentExitedThisScene() = 0; + virtual void OtherAgentEnteredCombatMode() = 0; + virtual void ShotAtAndMissed() = 0; + virtual void ShotAtAndHit() = 0; + virtual void Retired(int byActorId) = 0; + virtual void GetFriendlinessModifierIfGetsClue() = 0; + virtual bool GoalChanged(int currentGoalNumber, int newGoalNumber) = 0; + virtual bool UpdateAnimation(int *animation, int *frame) = 0; + virtual bool ChangeAnimationMode(int mode) = 0; + virtual void QueryAnimationState(int *animationState, int *a2, int *a3, int *a4) = 0; + virtual void SetAnimationState(int animationState, int a2, int a3, int a4) = 0; + virtual bool ReachedMovementTrackWaypoint() = 0; +}; + +class AIScripts { +public: + BladeRunnerEngine *_vm; + int _inScriptCounter; + AIScriptBase *_AIScripts[100]; + + AIScripts(BladeRunnerEngine *vm); + ~AIScripts(); + + void Initialize(int actor); + void UpdateAnimation(int actor, int *animation, int *frame); + void ChangeAnimationMode(int actor, int mode); +}; + +} // End of namespace BladeRunner + +#endif |