From 2888d0b3460cdca2dd52f8d6aa94b429d46345ad Mon Sep 17 00:00:00 2001 From: Peter Kohaut Date: Sat, 19 Sep 2015 01:47:54 +0200 Subject: BLADERUNNER: forgotten script files.... --- engines/bladerunner/script/script.h | 215 ++++++++++++++++++------------------ 1 file changed, 109 insertions(+), 106 deletions(-) (limited to 'engines/bladerunner/script/script.h') 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) -- cgit v1.2.3