/* 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_SCENE_H #define BLADERUNNER_SCRIPT_SCENE_H #include "bladerunner/script/script.h" namespace BladeRunner { class BladeRunnerEngine; 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 combatMode) = 0; virtual bool ClickedOnActor(int actorId) = 0; virtual bool ClickedOnItem(int itemId, bool combatMode) = 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; }; #define DECLARE_SCRIPT(name) \ class SceneScript##name : public SceneScriptBase { \ public: \ SceneScript##name(BladeRunnerEngine *vm) \ : SceneScriptBase(vm) \ {} \ void InitializeScene(); \ void SceneLoaded(); \ bool MouseClick(int x, int y); \ bool ClickedOn3DObject(const char *objectName, bool combatMode); \ bool ClickedOnActor(int actorId); \ bool ClickedOnItem(int itemId, bool combatMode); \ 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 dialogueWithInsectDealer1(); void dialogueWithInsectDealer2(); void dialogueWithHassan(); 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 dialogueWithHowieLee(); END_SCRIPT DECLARE_SCRIPT(CT02) void dialogueWithZuben(); END_SCRIPT DECLARE_SCRIPT(CT03) END_SCRIPT DECLARE_SCRIPT(CT04) void dialogueWithHomeless(); 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 checkCabinet(); 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 dialogueWithChew(); END_SCRIPT DECLARE_SCRIPT(DR04) bool farEnoughFromExplosion(); END_SCRIPT DECLARE_SCRIPT(DR05) END_SCRIPT DECLARE_SCRIPT(DR06) END_SCRIPT DECLARE_SCRIPT(HC01) void dialogueWithIzo(); void takePhotoAndRunAway(); END_SCRIPT DECLARE_SCRIPT(HC02) END_SCRIPT DECLARE_SCRIPT(HC03) END_SCRIPT DECLARE_SCRIPT(HC04) void dialogueWithIsabella(); END_SCRIPT DECLARE_SCRIPT(HF01) void dialogueWithMiaAndMurray(); void talkWithDektora(); void talkWithLucy(); END_SCRIPT DECLARE_SCRIPT(HF02) END_SCRIPT DECLARE_SCRIPT(HF03) void dialogueWithLucy(); END_SCRIPT DECLARE_SCRIPT(HF04) END_SCRIPT DECLARE_SCRIPT(HF05) void talkWithCrazyLegs1(); void talkWithCrazyLegs2(); void dialogueWithCrazylegs1(); void dialogueWithCrazylegs2(); void talkWithCrazylegs3(int actorId); void talkWithDektora(); void talkWithLucy(); void policeAttack(); void addAmbientSounds(); int getAffectionTowardsActor(); int getCompanionActor(); END_SCRIPT DECLARE_SCRIPT(HF06) void steelInterruption(); void addAmbientSounds(); END_SCRIPT DECLARE_SCRIPT(HF07) int getAffectionTowardsActor(); END_SCRIPT DECLARE_SCRIPT(KP01) END_SCRIPT DECLARE_SCRIPT(KP02) END_SCRIPT DECLARE_SCRIPT(KP03) void saveSteele(); 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 talkWithRajif(); bool isPhoneRinging(); void selectNextTvNews(); END_SCRIPT //MA03 does not exists DECLARE_SCRIPT(MA04) bool isPhoneRinging(); bool isPhoneMessageWaiting(); void phoneCallWithDektora(); void phoneCallWithLucy(); void phoneCallWithSteele(); void phoneCallWithClovis(); void turnOnTV(); void sleep(); END_SCRIPT DECLARE_SCRIPT(MA05) bool isPhoneRinging(); END_SCRIPT DECLARE_SCRIPT(MA06) bool isElevatorOnDifferentFloor(); void activateElevator(); END_SCRIPT DECLARE_SCRIPT(MA07) END_SCRIPT DECLARE_SCRIPT(MA08) END_SCRIPT DECLARE_SCRIPT(NR01) END_SCRIPT DECLARE_SCRIPT(NR02) void playNextMusic(); END_SCRIPT DECLARE_SCRIPT(NR03) void rotateActorOnTable(int frame); void playNextMusic(); END_SCRIPT DECLARE_SCRIPT(NR04) void dialogueWithEarlyQ(); void druggedEffect(int frame); void playNextMusic(); END_SCRIPT DECLARE_SCRIPT(NR05) void rotateActorOnTable(int frame); void talkToBartender(); void talkToEarlyQ(); void rotateActorOnGround(int actorId); void playNextMusic(); END_SCRIPT DECLARE_SCRIPT(NR06) void playNextMusic(); END_SCRIPT DECLARE_SCRIPT(NR07) void dektoraRunAway(); void callHolloway(); void clickedOnVase(); void talkAboutBelt1(); void talkAboutBelt2(); void talkAboutVoightKampff(); void talkAboutSteele(); void talkAboutMoonbus(); void talkAboutBlackSedan(); void talkAboutScorpions(); END_SCRIPT DECLARE_SCRIPT(NR08) void playNextMusic(); END_SCRIPT DECLARE_SCRIPT(NR09) void playNextMusic(); END_SCRIPT DECLARE_SCRIPT(NR10) END_SCRIPT DECLARE_SCRIPT(NR11) void actorSweepArea(int actorId, signed int frame); void untargetEverything(); END_SCRIPT DECLARE_SCRIPT(PS01) END_SCRIPT DECLARE_SCRIPT(PS02) void activateElevator(); END_SCRIPT DECLARE_SCRIPT(PS03) END_SCRIPT DECLARE_SCRIPT(PS04) void dialogueWithGuzza(); END_SCRIPT DECLARE_SCRIPT(PS05) void selectNextTvNews(); void turnOnTV(); END_SCRIPT DECLARE_SCRIPT(PS06) END_SCRIPT DECLARE_SCRIPT(PS07) END_SCRIPT // PS08 does not exits DECLARE_SCRIPT(PS09) void dialogueWithGrigorian(); END_SCRIPT DECLARE_SCRIPT(PS10) void removeTargets(); public: static int getPoliceMazePS10TargetCount(); END_SCRIPT DECLARE_SCRIPT(PS11) void removeTargets(); public: static int getPoliceMazePS11TargetCount(); END_SCRIPT DECLARE_SCRIPT(PS12) void removeTargets(); public: static int getPoliceMazePS12TargetCount(); END_SCRIPT DECLARE_SCRIPT(PS13) void removeTargets(); public: static int getPoliceMazePS13TargetCount(); END_SCRIPT DECLARE_SCRIPT(PS14) END_SCRIPT DECLARE_SCRIPT(PS15) END_SCRIPT DECLARE_SCRIPT(RC01) void interrogateCrowd(); void walkToCenter(); END_SCRIPT DECLARE_SCRIPT(RC02) void dialogueWithRunciter(); END_SCRIPT DECLARE_SCRIPT(RC03) void talkWithSteele(); END_SCRIPT DECLARE_SCRIPT(RC04) void dialogueWithBulletBob(); END_SCRIPT DECLARE_SCRIPT(RC51) END_SCRIPT DECLARE_SCRIPT(TB02) void dialogueWithTyrellGuard(); void dialogueWithSteele(); END_SCRIPT DECLARE_SCRIPT(TB03) END_SCRIPT DECLARE_SCRIPT(TB05) END_SCRIPT DECLARE_SCRIPT(TB06) END_SCRIPT DECLARE_SCRIPT(TB07) void McCoyTalkWithRachaelAndTyrell(); END_SCRIPT DECLARE_SCRIPT(UG01) END_SCRIPT DECLARE_SCRIPT(UG02) bool walkToCenter(); END_SCRIPT DECLARE_SCRIPT(UG03) END_SCRIPT DECLARE_SCRIPT(UG04) END_SCRIPT DECLARE_SCRIPT(UG05) int getAffectionTowardsActor(); void endGame(); 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 talkAboutGuzza(); void dialogueWithHomeless1(); void dialogueWithHomeless2(); END_SCRIPT DECLARE_SCRIPT(UG14) END_SCRIPT DECLARE_SCRIPT(UG15) END_SCRIPT DECLARE_SCRIPT(UG16) void dialogueWithLuther(); END_SCRIPT DECLARE_SCRIPT(UG17) END_SCRIPT DECLARE_SCRIPT(UG18) void talkWithGuzza(); void talkWithClovis(); END_SCRIPT DECLARE_SCRIPT(UG19) END_SCRIPT #undef DECLARE_SCRIPT #undef END_SCRIPT class SceneScript { protected: BladeRunnerEngine *_vm; int _inScriptCounter; SceneScriptBase *_currentScript; public: int _mouseX; int _mouseY; SceneScript(BladeRunnerEngine *vm); ~SceneScript(); bool open(const Common::String &name); void initializeScene(); void sceneLoaded(); bool mouseClick(int x, int y); bool clickedOn3DObject(const char *objectName, bool combatMode); bool clickedOnActor(int actorId); bool clickedOnItem(int itemId, bool combatMode); 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); bool isInsideScript() const { return _inScriptCounter > 0; } }; } // End of namespace BladeRunner #endif