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/rc01.cpp | 7 + engines/bladerunner/script/script.cpp | 696 ++++++++++++++++++++++++++++------ engines/bladerunner/script/script.h | 215 +++++------ 3 files changed, 690 insertions(+), 228 deletions(-) (limited to 'engines/bladerunner/script') diff --git a/engines/bladerunner/script/rc01.cpp b/engines/bladerunner/script/rc01.cpp index 81c4795956..73a5f899ac 100644 --- a/engines/bladerunner/script/rc01.cpp +++ b/engines/bladerunner/script/rc01.cpp @@ -154,4 +154,11 @@ void ScriptRC01::SceneFrameAdvanced(int frame) { Sound_Play(118, 40, 80, 80, 50); // CARDOWN3.AUD } + +void ScriptRC01::SceneActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { + +} + + + } // End of namespace BladeRunner diff --git a/engines/bladerunner/script/script.cpp b/engines/bladerunner/script/script.cpp index 5788936536..c71326d75e 100644 --- a/engines/bladerunner/script/script.cpp +++ b/engines/bladerunner/script/script.cpp @@ -33,6 +33,12 @@ #include "bladerunner/scene.h" #include "bladerunner/text_resource.h" #include "bladerunner/vector.h" +#include "bladerunner/slice_renderer.h" +#include "bladerunner/actor.h" +#include "bladerunner/waypoints.h" +#include "bladerunner/slice_animations.h" +#include "bladerunner/combat.h" +#include "bladerunner/settings.h" namespace BladeRunner { @@ -41,6 +47,8 @@ bool Script::open(const Common::String &name) { if (name == "RC01") { _currentScript = new ScriptRC01(_vm); return true; } + _currentScript = new ScriptRC01(_vm); return true; + return false; } @@ -66,76 +74,344 @@ void Script::SceneFrameAdvanced(int frame) { _inScriptCounter--; } -// ScriptBase::Preload -// ScriptBase::Actor_Put_In_Set -// ScriptBase::Actor_Set_At_XYZ -// ScriptBase::Actor_Set_At_Waypoint -// ScriptBase::Region_Check +void Script::SceneActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { + _inScriptCounter++; + _currentScript->SceneActorChangedGoal(actorId, newGoal, oldGoal, currentSet); + _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 angle) { + _vm->_actors[actorId]->set_at_xyz(Vector3(x, y, z), angle, true, 0, 0); +} + +void ScriptBase::Actor_Set_At_Waypoint(int actorId, int waypointId, int angle) { + _vm->_actors[actorId]->set_at_waypoint(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; + return false; +} + // ScriptBase::Object_Query_Click // ScriptBase::Object_Do_Ground_Click -// ScriptBase::Object_Mark_For_Hot_Mouse -// ScriptBase::Actor_Face_Actor -// ScriptBase::Actor_Face_Object -// ScriptBase::Actor_Face_Item -// ScriptBase::Actor_Face_Waypoint -// ScriptBase::Actor_Face_XYZ -// ScriptBase::Actor_Face_Current_Camera -// ScriptBase::Actor_Face_Heading -// ScriptBase::Actor_Query_Friendliness_To_Other -// ScriptBase::Actor_Modify_Friendliness_To_Other -// ScriptBase::Actor_Set_Friendliness_To_Other -// ScriptBase::Actor_Set_Honesty -// ScriptBase::Actor_Set_Intelligence -// ScriptBase::Actor_Set_Stability -// ScriptBase::Actor_Set_Combat_Aggressiveness -// ScriptBase::Actor_Query_Current_HP -// ScriptBase::Actor_Query_Max_HP -// ScriptBase::Actor_Query_Combat_Aggressiveness -// ScriptBase::Actor_Query_Honesty -// ScriptBase::Actor_Query_Intelligence -// ScriptBase::Actor_Query_Stability -// ScriptBase::Actor_Modify_Current_HP -// ScriptBase::Actor_Modify_Max_HP -// ScriptBase::Actor_Modify_Combat_Aggressiveness -// ScriptBase::Actor_Modify_Honesty -// ScriptBase::Actor_Modify_Intelligence -// ScriptBase::Actor_Modify_Stability -// ScriptBase::Actor_Set_Flag_Damage_Anim_If_Moving -// ScriptBase::Actor_Query_Flag_Damage_Anim_If_Moving -// ScriptBase::Actor_Combat_AI_Hit_Attempt -// ScriptBase::Non_Player_Actor_Combat_Mode_On -// ScriptBase::Non_Player_Actor_Combat_Mode_Off -// ScriptBase::Actor_Set_Health -// ScriptBase::Actor_Set_Targetable -// ScriptBase::Actor_Says -// ScriptBase::Actor_Says_With_Pause + +bool ScriptBase::Object_Mark_For_Hot_Mouse(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, 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) { + _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(1,1) + 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(1,1) + + 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(); +} void ScriptBase::Actor_Voice_Over(int sentenceId, int actorId) { - // Wait for any existing speech to end + _vm->gameWaitForActive(); + _vm->loopActorSpeaking(); + //_vm->ADQ->flush(1,1) + + 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 animationId) { + return _vm->_sliceAnimations->getNumberOfFrames(animationId); +} + +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(); +} - // TODO: Hack - This needs to go through the actor class - char name[13]; - sprintf(name, "%02d-%04d.AUD", actorId, sentenceId); - _vm->_audioSpeech->playSpeech(name); -} - -// ScriptBase::Actor_Start_Speech_Sample -// ScriptBase::Actor_Start_Voice_Over_Sample -// ScriptBase::Actor_Query_Which_Set_In -// ScriptBase::Actor_Query_Is_In_Current_Set -// ScriptBase::Actor_Query_In_Set -// ScriptBase::Actor_Query_Inch_Distance_From_Actor -// ScriptBase::Actor_Query_Inch_Distance_From_Waypoint -// ScriptBase::Actor_Query_In_Between_Two_Actors -// ScriptBase::Actor_Set_Goal_Number -// ScriptBase::Actor_Query_Goal_Number -// ScriptBase::Actor_Query_XYZ -// ScriptBase::Actor_Query_Facing_1024 -// ScriptBase::Actor_Set_Frame_Rate_FPS -// ScriptBase::Slice_Animation_Query_Number_Of_Frames -// ScriptBase::Actor_Change_Animation_Mode -// ScriptBase::Actor_Query_Animation_Mode // ScriptBase::Loop_Actor_Walk_To_Actor // ScriptBase::Loop_Actor_Walk_To_Item // ScriptBase::Loop_Actor_Walk_To_Scene_Object @@ -147,48 +423,129 @@ void ScriptBase::Actor_Voice_Over(int sentenceId, int actorId) { // ScriptBase::Loop_Actor_Travel_Stairs // ScriptBase::Loop_Actor_Travel_Ladder -void ScriptBase::Actor_Clue_Add_To_Database(int a0, int a1, int a2, int a3, int a4, int a5) { - // debug("STUB: Actor_Clue_Add_To_Database(%d, %3d, %3d, %d, %d, %d)", a0, a1, a2, a3, a4, a5); - // debug("\tACTOR: %s", _vm->_actorNames->getText(a0)); - // debug("\tCLUE: %s\n", _vm->_clues->getClueText(a1)); +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); } -// ScriptBase::Actor_Clue_Acquire -// ScriptBase::Actor_Clue_Lose -// ScriptBase::Actor_Clue_Query -// ScriptBase::Actor_Clues_Transfer_New_To_Mainframe -// ScriptBase::Actor_Clues_Transfer_New_From_Mainframe -// ScriptBase::Actor_Set_Invisible -// ScriptBase::Actor_Set_Immunity_To_Obstacles // ScriptBase::Item_Add_To_World // ScriptBase::Item_Remove_From_World // ScriptBase::Item_Spin_In_World // ScriptBase::Item_Flag_As_Target // ScriptBase::Item_Flag_As_Non_Target // ScriptBase::Item_Pickup_Spin_Effect -// ScriptBase::Animation_Open -// ScriptBase::Animation_Close -// ScriptBase::Animation_Start -// ScriptBase::Animation_Stop -// ScriptBase::Animation_Skip_To_Frame -// ScriptBase::Delay + +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(); + _vm->playerLosesControl(); } void ScriptBase::Player_Gains_Control() { - _vm->playerGainsControl(); + _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(); } -// ScriptBase::Player_Set_Combat_Mode -// ScriptBase::Player_Query_Combat_Mode -// ScriptBase::Player_Set_Combat_Mode_Access -// ScriptBase::Player_Query_Current_Set -// ScriptBase::Player_Query_Current_Scene -// ScriptBase::Player_Query_Agenda -// ScriptBase::Player_Set_Agenda -// ScriptBase::Query_Difficulty_Level +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); @@ -202,8 +559,14 @@ bool ScriptBase::Game_Flag_Query(int flag) { return _vm->_gameFlags->query(flag); } -// ScriptBase::Set_Enter -// ScriptBase::Chapter_Enter +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; @@ -303,19 +666,29 @@ void ScriptBase::Setup_Scene_Information(float actorX, float actorY, float actor // ScriptBase::Dialogue_Menu_Query_Input // ScriptBase::Dialogue_Menu_Query_List_Size -void ScriptBase::Scene_Exit_Add_2D_Exit(int a, int b, int c, int d, int e, int f) { - debug("Scene_Exit_Add_2D_Exit(%d, %d, %d, %d, %d, %d)", a, b, c, d, e, f); +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); } -// ScriptBase::Scene_Exit_Remove -// ScriptBase::Scene_Exits_Disable -// ScriptBase::Scene_Exits_Enable +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 a, int b, int c, int d, int e) { - debug("Scene_2D_Region_Add(%d, %d, %d, %d, %d)", a, b, c, d, e); +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); } -// ScriptBase::Scene_2D_Region_Remove // ScriptBase::World_Waypoint_Set // ScriptBase::World_Waypoint_Reset // ScriptBase::World_Waypoint_Query_X @@ -355,35 +728,114 @@ void ScriptBase::Set_Score(int a0, int a1) { debug("STUB: Set_Score(%d, %d)", a0, a1); } -// ScriptBase::Give_McCoy_Ammo +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); +} -void ScriptBase::Assign_Player_Gun_Hit_Sounds(int a0, int a1, int a2, int a3) { - debug("STUB: Assign_Player_Gun_Hit_Sounds(%d, %d, %d, %d)", a0, a1, a2, a3); +bool ScriptBase::Query_System_Currently_Loading_Game() { + return _vm->_gameIsLoading; } -void ScriptBase::Assign_Player_Gun_Miss_Sounds(int a0, int a1, int a2, int a3) { - debug("STUB: Assign_Player_Gun_Miss_Sounds(%d, %d, %d, %d)", a0, a1, a2, a3); +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->set_at_xyz(actorPosition, actor->getFacing(), true, 0, true); + _vm->_sceneObjects->setRetired(actorId, true); +} + +void ScriptBase::Clickable_Object(char *objectName) { + int objectId = _vm->_scene->findObject(objectName); + if (objectId == -1) + return; + _vm->_scene->objectSetIsClickable(objectId, true, !_vm->_sceneIsLoading); +} + +void ScriptBase::Unclickable_Object(char *objectName) { + int objectId = _vm->_scene->findObject(objectName); + if (objectId == -1) + return; + _vm->_scene->objectSetIsClickable(objectId, false, !_vm->_sceneIsLoading); +} + +void ScriptBase::Obstacle_Object(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(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(char *objectName) { + int objectId = _vm->_scene->findObject(objectName); + if (objectId == -1) + return; + _vm->_scene->objectSetIsCombatTarget(objectId, true, !_vm->_sceneIsLoading); +} + +void ScriptBase::Un_Combat_Target_Object(char *objectName) { + int objectId = _vm->_scene->findObject(objectName); + if (objectId == -1) + return; + _vm->_scene->objectSetIsCombatTarget(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(char* fogName, float r, float g, float b) { + _vm->_scene->_set->_effects->setFogColor(fogName, r, g, b); +} + +void ScriptBase::Set_Fog_Density(char* fogName, float density) { + _vm->_scene->_set->_effects->setFogDensity(fogName, density); } -// ScriptBase::Disable_Shadows -// ScriptBase::Query_System_Currently_Loading_Game -// ScriptBase::Actor_Retired_Here -// ScriptBase::Clickable_Object -// ScriptBase::Unclickable_Object -// ScriptBase::Obstacle_Object -// ScriptBase::Unobstacle_Object -// ScriptBase::Obstacle_Flag_All_Objects -// ScriptBase::Combat_Target_Object -// ScriptBase::Un_Combat_Target_Object -// ScriptBase::Set_Fade_Color -// ScriptBase::Set_Fade_Density -// ScriptBase::Set_Fog_Color -// ScriptBase::Set_Fog_Density // ScriptBase::ADQ_Flush // ScriptBase::ADQ_Add // ScriptBase::ADQ_Add_Pause -// ScriptBase::Game_Over -// ScriptBase::Autosave_Game + +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); 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