/* 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. * */ #include "bladerunner/script/script.h" #include "bladerunner/actor.h" #include "bladerunner/actor_combat.h" #include "bladerunner/actor_dialogue_queue.h" #include "bladerunner/ambient_sounds.h" #include "bladerunner/audio_player.h" #include "bladerunner/audio_speech.h" #include "bladerunner/bladerunner.h" #include "bladerunner/crimes_database.h" #include "bladerunner/combat.h" #include "bladerunner/dialogue_menu.h" #include "bladerunner/game_flags.h" #include "bladerunner/game_info.h" #include "bladerunner/items.h" #include "bladerunner/item_pickup.h" #include "bladerunner/movement_track.h" #include "bladerunner/music.h" #include "bladerunner/overlays.h" #include "bladerunner/regions.h" #include "bladerunner/set.h" #include "bladerunner/settings.h" #include "bladerunner/set_effects.h" #include "bladerunner/scene.h" #include "bladerunner/scene_objects.h" #include "bladerunner/script/police_maze.h" #include "bladerunner/slice_animations.h" #include "bladerunner/slice_renderer.h" #include "bladerunner/suspects_database.h" #include "bladerunner/text_resource.h" #include "bladerunner/ui/elevator.h" #include "bladerunner/ui/esper.h" #include "bladerunner/ui/kia.h" #include "bladerunner/ui/scores.h" #include "bladerunner/ui/spinner.h" #include "bladerunner/ui/vk.h" #include "bladerunner/vector.h" #include "bladerunner/waypoints.h" namespace BladeRunner { ScriptBase::ScriptBase(BladeRunnerEngine *vm) { _vm = vm; } 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 direction) { _vm->_actors[actorId]->setAtXYZ(Vector3(x, y, z), direction); } void ScriptBase::Actor_Set_At_Waypoint(int actorId, int waypointId, int angle) { _vm->_actors[actorId]->setAtWaypoint(waypointId, angle, 0, false); } 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; warning("Region_Check(%d, %d, %d, %d)", left, top, right, down); return false; } bool ScriptBase::Object_Query_Click(const char *objectName1, const char *objectName2) { return strcmp(objectName1, objectName2) == 0; } void ScriptBase::Object_Do_Ground_Click() { //This is not implemented in game return; } bool ScriptBase::Object_Mark_For_Hot_Mouse(const 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, const 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, bool animate) { _vm->_actors[actorId]->faceHeading(heading, true); } int ScriptBase::Actor_Query_Friendliness_To_Other(int actorId, int otherActorId) { return _vm->_actors[actorId]->getFriendlinessToOther(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]->getCurrentHP(); } int ScriptBase::Actor_Query_Max_HP(int actorId) { return _vm->_actors[actorId]->getMaxHP(); } int ScriptBase::Actor_Query_Combat_Aggressiveness(int actorId) { return _vm->_actors[actorId]->getCombatAggressiveness(); } int ScriptBase::Actor_Query_Honesty(int actorId) { return _vm->_actors[actorId]->getHonesty(); } int ScriptBase::Actor_Query_Intelligence(int actorId) { return _vm->_actors[actorId]->getIntelligence(); } int ScriptBase::Actor_Query_Stability(int actorId) { return _vm->_actors[actorId]->getStability(); } 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 initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool unstoppable) { _vm->_actors[actorId]->combatModeOn(initialState, rangedAttack, enemyId, waypointType, animationModeCombatIdle, animationModeCombatWalk, animationModeCombatRun, fleeRatio, coverRatio, actionRatio, damage, range, unstoppable); } 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]->setTarget(targetable); } void ScriptBase::Actor_Says(int actorId, int sentenceId, int animationMode){ _vm->loopActorSpeaking(); _vm->_actorDialogueQueue->flush(1, true); 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->_actorDialogueQueue->flush(1, true); Actor *actor = _vm->_actors[actorId]; if (animationMode != -1) { actor->stopWalking(false); } actor->speechPlay(sentenceId, false); bool animationModeChanged = false; if (animationMode >= 0) { if (actorId != kActorMcCoy) { 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(kAnimationModeIdle, 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) { assert(actorId < BladeRunnerEngine::kActorCount); _vm->gameWaitForActive(); _vm->loopActorSpeaking(); _vm->_actorDialogueQueue->flush(1, true); 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->_actors[kActorVoiceOver]->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 && actorSetId == _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->isBetween(x1, z1, x2, z1, actorId + kSceneObjectOffsetActors) || _vm->_sceneObjects->isBetween(x1 - 12.0f, z1 - 12.0f, x2 - 12.0f, z2 - 12.0f, actorId + kSceneObjectOffsetActors) || _vm->_sceneObjects->isBetween(x1 + 12.0f, z1 - 12.0f, x2 + 12.0f, z2 - 12.0f, actorId + kSceneObjectOffsetActors) || _vm->_sceneObjects->isBetween(x1 + 12.0f, z1 + 12.0f, x2 + 12.0f, z2 + 12.0f, actorId + kSceneObjectOffsetActors) || _vm->_sceneObjects->isBetween(x1 - 12.0f, z1 + 12.0f, x2 - 12.0f, z2 + 12.0f, actorId + kSceneObjectOffsetActors); } 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 animation) { return _vm->_sliceAnimations->getFrameCount(animation); } void ScriptBase::Actor_Change_Animation_Mode(int actorId, int animationMode) { _vm->_actors[actorId]->changeAnimationMode(animationMode, false); } int ScriptBase::Actor_Query_Animation_Mode(int actorId) { return _vm->_actors[actorId]->getAnimationMode(); } bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int distance, bool interruptible, bool run) { _vm->gameWaitForActive(); if (_vm->_runningActorId == actorId) { run = true; } _vm->_playerActorIdle = false; bool isRunning; bool result = _vm->_actors[actorId]->loopWalkToActor(otherActorId, distance, interruptible, run, true, &isRunning); if (_vm->_playerActorIdle) { result = true; _vm->_playerActorIdle = false; } if (isRunning) { _vm->_runningActorId = actorId; } Global_Variable_Set(kVariableWalkLoopActor, actorId); Global_Variable_Set(kVariableWalkLoopRun, isRunning); return result; } bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int destinationOffset, bool interruptible, bool run) { _vm->gameWaitForActive(); if (_vm->_runningActorId == actorId) { run = true; } _vm->_playerActorIdle = false; bool isRunning; bool result = _vm->_actors[actorId]->loopWalkToItem(itemId, destinationOffset, interruptible, run, true, &isRunning); if (_vm->_playerActorIdle) { result = true; _vm->_playerActorIdle = false; } if (isRunning) { _vm->_runningActorId = actorId; } Global_Variable_Set(kVariableWalkLoopActor, actorId); Global_Variable_Set(kVariableWalkLoopRun, isRunning); return result; } bool ScriptBase::Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int destinationOffset, bool interruptible, bool run) { _vm->gameWaitForActive(); if (_vm->_runningActorId == actorId) { run = true; } _vm->_playerActorIdle = false; bool isRunning; bool result = _vm->_actors[actorId]->loopWalkToSceneObject(objectName, destinationOffset, interruptible, run, true, &isRunning); if (_vm->_playerActorIdle) { result = true; _vm->_playerActorIdle = false; } if (isRunning) { _vm->_runningActorId = actorId; } Global_Variable_Set(kVariableWalkLoopActor, actorId); Global_Variable_Set(kVariableWalkLoopRun, isRunning); return result; } bool ScriptBase::Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int destinationOffset, bool interruptible, bool run) { _vm->gameWaitForActive(); if (_vm->_runningActorId == actorId) { run = true; } _vm->_playerActorIdle = false; bool isRunning; bool result = _vm->_actors[actorId]->loopWalkToWaypoint(waypointId, destinationOffset, interruptible, run, true, &isRunning); if (_vm->_playerActorIdle) { result = true; _vm->_playerActorIdle = false; } if (isRunning) { _vm->_runningActorId = actorId; } Global_Variable_Set(kVariableWalkLoopActor, actorId); Global_Variable_Set(kVariableWalkLoopRun, isRunning); return result; } bool ScriptBase::Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int destinationOffset, bool interruptible, bool run, int a7) { _vm->gameWaitForActive(); if (_vm->_runningActorId == actorId) { if (a7) { _vm->_runningActorId = -1; } else { run = true; } } _vm->_playerActorIdle = false; bool isRunning; bool result = _vm->_actors[actorId]->loopWalkToXYZ(Vector3(x, y, z), destinationOffset, interruptible, run, true, &isRunning); if (_vm->_playerActorIdle) { result = true; _vm->_playerActorIdle = false; } if (isRunning) { _vm->_runningActorId = actorId; } Global_Variable_Set(kVariableWalkLoopActor, actorId); Global_Variable_Set(kVariableWalkLoopRun, isRunning); return result; } void ScriptBase::Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int destinationOffset, bool run) { _vm->gameWaitForActive(); if (_vm->_runningActorId == actorId) { run = true; } _vm->_actors[actorId]->asyncWalkToWaypoint(waypointId, destinationOffset, run, true); } void ScriptBase::Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int destinationOffset, bool run) { _vm->gameWaitForActive(); if (_vm->_runningActorId == actorId) { run = true; } _vm->_actors[actorId]->asyncWalkToXYZ(Vector3(x, y, z), destinationOffset, run, true); } void ScriptBase::Actor_Force_Stop_Walking(int actorId) { //TODO warning("Loop_Actor_Travel_Stairs(%d)", actorId); } void ScriptBase::Loop_Actor_Travel_Stairs(int actorId, int stepCount, bool up, int animationModeEnd) { _vm->gameWaitForActive(); Player_Loses_Control(); Actor *actor = _vm->_actors[actorId]; int animationModeWalk = 0; if (actor->inCombat()) { animationModeWalk = up ? kAnimationModeCombatWalkUp : kAnimationModeCombatWalkDown; if (animationModeEnd == kAnimationModeIdle) { animationModeEnd = kAnimationModeCombatIdle; } } else { animationModeWalk = up ? kAnimationModeWalkUp : kAnimationModeWalkDown; } actor->changeAnimationMode(animationModeWalk, false); int stairsHeight = stepCount * 9 * (up ? 1 : -1); float targetY = actor->getY() + stairsHeight; bool immunityToObstacles = actor->isImmuneToObstacles(); actor->setImmunityToObstacles(true); do { _vm->gameTick(); if (up) { if (targetY <= actor->getY()) { break; } } else { if (targetY >= actor->getY()) { break; } } } while (true); actor->setImmunityToObstacles(immunityToObstacles); actor->setAtXYZ(Vector3(actor->getX(), targetY, actor->getZ()), actor->getFacing(), true, false, false); actor->changeAnimationMode(animationModeEnd, false); Player_Gains_Control(); } void ScriptBase::Loop_Actor_Travel_Ladder(int actorId, int stepCount, bool up, int animationModeEnd) { _vm->gameWaitForActive(); Player_Loses_Control(); Actor *actor = _vm->_actors[actorId]; int animationModeWalk = 0; if (actor->inCombat()) { animationModeWalk = up ? kAnimationModeCombatClimbUp : kAnimationModeCombatClimbDown; if (animationModeEnd == kAnimationModeIdle) { animationModeEnd = kAnimationModeCombatIdle; } } else { animationModeWalk = up ? kAnimationModeClimbUp : kAnimationModeClimbDown; } actor->changeAnimationMode(animationModeWalk, false); int ladderHeight = stepCount * 12 * (up ? 1 : -1); float targetY = actor->getY() + ladderHeight; bool immunityToObstacles = actor->isImmuneToObstacles(); actor->setImmunityToObstacles(true); do { _vm->gameTick(); if (up) { if (targetY <= actor->getY()) { break; } } else { if (targetY >= actor->getY()) { break; } } } while (true); actor->setImmunityToObstacles(immunityToObstacles); actor->setAtXYZ(Vector3(actor->getX(), targetY, actor->getZ()), actor->getFacing(), true, false, false); actor->changeAnimationMode(animationModeEnd, false); Player_Gains_Control(); } void ScriptBase::Actor_Clue_Add_To_Database(int actorId, int clueId, int weight, bool clueAcquired, bool unknownFlag, int fromActorId) { _vm->_actors[actorId]->addClueToDatabase(clueId, weight, clueAcquired, unknownFlag, fromActorId); } void ScriptBase::Actor_Clue_Acquire(int actorId, int clueId, bool 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(kActorVoiceOver); } void ScriptBase::Actor_Clues_Transfer_New_From_Mainframe(int actorId) { _vm->_actors[kActorVoiceOver]->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); } void ScriptBase::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) { _vm->_items->addToWorld(itemId, animationId, setId, Vector3(x, y, z), facing, height, width, isTargetable, isObstacle, isPoliceMazeEnemy, updateOnly == 0); } void ScriptBase::Item_Remove_From_World(int itemId) { _vm->_items->remove(itemId); } void ScriptBase::Item_Spin_In_World(int itemId) { _vm->_items->spinInWorld(itemId); if (_vm->_items->isPoliceMazeEnemy(itemId)) { Police_Maze_Increment_Score(1); } else { Police_Maze_Decrement_Score(1); } } void ScriptBase::Item_Flag_As_Target(int itemId) { _vm->_items->setIsTarget(itemId, true); } void ScriptBase::Item_Flag_As_Non_Target(int itemId) { _vm->_items->setIsTarget(itemId, false); } void ScriptBase::Item_Pickup_Spin_Effect(int animationId, int x, int y) { _vm->_itemPickup->setup(animationId, x, y); } 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(); } void ScriptBase::Player_Gains_Control() { _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(); } 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); } void ScriptBase::Game_Flag_Reset(int flag) { _vm->_gameFlags->reset(flag); } bool ScriptBase::Game_Flag_Query(int flag) { return _vm->_gameFlags->query(flag); } 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; } int ScriptBase::Global_Variable_Reset(int var) { return _vm->_gameVars[var] = 0; } int ScriptBase::Global_Variable_Query(int var) { return _vm->_gameVars[var]; } int ScriptBase::Global_Variable_Increment(int var, int inc) { return _vm->_gameVars[var] += inc; } int ScriptBase::Global_Variable_Decrement(int var, int dec) { return _vm->_gameVars[var] -= dec; } int ScriptBase::Random_Query(int min, int max) { return _vm->_rnd.getRandomNumberRng(min, max); } void ScriptBase::Sound_Play(int id, int volume, int panFrom, int panTo, int priority) { _vm->_audioPlayer->playAud(_vm->_gameInfo->getSfxTrack(id), volume, panFrom, panTo, priority); } void ScriptBase::Sound_Play_Speech_Line(int actorId, int sentenceId, int volume, int a4, int priority) { _vm->_audioSpeech->playSpeechLine(actorId, sentenceId, volume, a4, priority); } void ScriptBase::Sound_Left_Footstep_Walk(int actorId) { int walkboxId = _vm->_actors[actorId]->getWalkbox(); if (walkboxId < 0) { walkboxId = 0; } _vm->_walkSoundId = _vm->_scene->_set->getWalkboxSoundWalkLeft(walkboxId); _vm->_walkSoundVolume = _vm->_actors[actorId]->soundVolume(); _vm->_walkSoundBalance = _vm->_actors[actorId]->soundBalance(); } void ScriptBase::Sound_Right_Footstep_Walk(int actorId) { int walkboxId = _vm->_actors[actorId]->getWalkbox(); if (walkboxId < 0) { walkboxId = 0; } _vm->_walkSoundId = _vm->_scene->_set->getWalkboxSoundWalkRight(walkboxId); _vm->_walkSoundVolume = _vm->_actors[actorId]->soundVolume(); _vm->_walkSoundBalance = _vm->_actors[actorId]->soundBalance(); } void ScriptBase::Sound_Left_Footstep_Run(int actorId) { int walkboxId = _vm->_actors[actorId]->getWalkbox(); if (walkboxId < 0) { walkboxId = 0; } _vm->_walkSoundId = _vm->_scene->_set->getWalkboxSoundRunLeft(walkboxId); _vm->_walkSoundVolume = _vm->_actors[actorId]->soundVolume(); _vm->_walkSoundBalance = _vm->_actors[actorId]->soundBalance(); } void ScriptBase::Sound_Right_Footstep_Run(int actorId) { int walkboxId = _vm->_actors[actorId]->getWalkbox(); if (walkboxId < 0) { walkboxId = 0; } _vm->_walkSoundId = _vm->_scene->_set->getWalkboxSoundRunRight(walkboxId); _vm->_walkSoundVolume = _vm->_actors[actorId]->soundVolume(); _vm->_walkSoundBalance = _vm->_actors[actorId]->soundBalance(); } // ScriptBase::Sound_Walk_Shuffle_Stop void ScriptBase::Footstep_Sounds_Set(int walkboxId, int stepSound) { _vm->_scene->_set->setWalkboxStepSound(walkboxId, stepSound); } void ScriptBase::Footstep_Sound_Override_On(int footstepSoundOverride) { _vm->_scene->_set->setFoodstepSoundOverride(footstepSoundOverride); } void ScriptBase::Footstep_Sound_Override_Off() { _vm->_scene->_set->resetFoodstepSoundOverride(); } bool ScriptBase::Music_Play(int musicId, int volume, int pan, int timeFadeIn, int timePlay, int loop, int timeFadeOut) { return _vm->_music->play(_vm->_gameInfo->getMusicTrack(musicId), volume, pan, timeFadeIn, timePlay, loop, timeFadeOut); } void ScriptBase::Music_Adjust(int volume, int pan, int delay) { _vm->_music->adjust(volume, pan, delay); } void ScriptBase::Music_Stop(int delay) { _vm->_music->stop(delay); } bool ScriptBase::Music_Is_Playing() { return _vm->_music->isPlaying(); } void ScriptBase::Overlay_Play(const char *overlay, int loopId, bool loopForever, bool startNow, int a5) { _vm->_overlays->play(overlay, loopId, loopForever, startNow, a5); } void ScriptBase::Overlay_Remove(const char *overlay) { _vm->_overlays->remove(overlay); } void ScriptBase::Scene_Loop_Set_Default(int loopId) { _vm->_scene->loopSetDefault(loopId); } void ScriptBase::Scene_Loop_Start_Special(int sceneLoopMode, int loopId, bool immediately) { if (sceneLoopMode == kSceneLoopModeOnce) { immediately = true; } _vm->_scene->loopStartSpecial(sceneLoopMode, loopId, immediately); if (sceneLoopMode == kSceneLoopModeChangeSet) { _vm->_settings->clearNewSetAndScene(); } } void ScriptBase::Outtake_Play(int id, int noLocalization, int container) { _vm->outtakePlay(id, noLocalization, container); } void ScriptBase::Ambient_Sounds_Add_Sound(int sfxId, int timeMin, int timeMax, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk) { _vm->_ambientSounds->addSound(sfxId, timeMin, timeMax, volumeMin, volumeMax, panStartMin, panStartMax, panEndMin, panEndMax, priority, unk); } void ScriptBase::Ambient_Sounds_Remove_Sound(int sfxId, bool stopPlaying) { _vm->_ambientSounds->removeNonLoopingSound(sfxId, stopPlaying); } void ScriptBase::Ambient_Sounds_Add_Speech_Sound(int actorId, int sentenceId, int timeMin, int timeMax, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk){ _vm->_ambientSounds->addSpeech(actorId, sentenceId, timeMin, timeMax, volumeMin, volumeMax, panStartMin, panStartMax, panEndMin, panEndMax, priority, unk); } // ScriptBase::Ambient_Sounds_Remove_Speech_Sound void ScriptBase::Ambient_Sounds_Play_Sound(int sfxId, int volume, int panStart, int panEnd, int priority) { _vm->_ambientSounds->playSound(sfxId, volume, panStart, panEnd, priority); } void ScriptBase::Ambient_Sounds_Play_Speech_Sound(int actorId, int sfxId, int volume, int panStart, int panEnd, int priority) { warning("STIB: Ambient_Sounds_Play_Speech_Sound()"); } void ScriptBase::Ambient_Sounds_Remove_All_Non_Looping_Sounds(bool stopPlaying) { _vm->_ambientSounds->removeAllNonLoopingSounds(stopPlaying); } void ScriptBase::Ambient_Sounds_Add_Looping_Sound(int sfxId, int volume, int pan, int delay) { _vm->_ambientSounds->addLoopingSound(sfxId, volume, pan, delay); } void ScriptBase::Ambient_Sounds_Adjust_Looping_Sound(int sfxId, int volume, int pan, int delay) { _vm->_ambientSounds->adjustLoopingSound(sfxId, volume, pan, delay); } void ScriptBase::Ambient_Sounds_Remove_Looping_Sound(int sfxId, int delay){ _vm->_ambientSounds->removeLoopingSound(sfxId, delay); } void ScriptBase::Ambient_Sounds_Remove_All_Looping_Sounds(int delay) { _vm->_ambientSounds->removeAllLoopingSounds(delay); } void ScriptBase::Setup_Scene_Information(float actorX, float actorY, float actorZ, int actorFacing) { _vm->_scene->setActorStart(Vector3(actorX, actorY, actorZ), actorFacing); } bool ScriptBase::Dialogue_Menu_Appear(int x, int y) { if (!_vm->_dialogueMenu->isVisible()) { return _vm->_dialogueMenu->show(); } return false; } bool ScriptBase::Dialogue_Menu_Disappear() { if (_vm->_dialogueMenu->isVisible()) { return _vm->_dialogueMenu->hide(); } return false; } bool ScriptBase::Dialogue_Menu_Clear_List() { _vm->_dialogueMenu->clearList(); return false; } bool ScriptBase::Dialogue_Menu_Add_To_List(int answer) { _vm->_dialogueMenu->addToList(answer, false, 5, 5, 5); return false; } bool ScriptBase::Dialogue_Menu_Add_DONE_To_List(int answerValue) { _vm->_dialogueMenu->addToList(answerValue, 1, 0, 0, 0); return false; } bool ScriptBase::Dialogue_Menu_Add_To_List_Never_Repeat_Once_Selected(int answer) { return _vm->_dialogueMenu->addToListNeverRepeatOnceSelected(answer, 5, 5, 5); } bool ScriptBase::DM_Add_To_List(int answer, int priorityPolite, int priorityNormal, int prioritySurly) { return _vm->_dialogueMenu->addToList(answer, false, priorityPolite, priorityNormal, prioritySurly); } bool ScriptBase::DM_Add_To_List_Never_Repeat_Once_Selected(int answer, int priorityPolite, int priorityNormal, int prioritySurly) { return _vm->_dialogueMenu->addToListNeverRepeatOnceSelected(answer, priorityPolite, priorityNormal, prioritySurly); } void ScriptBase::Dialogue_Menu_Remove_From_List(int answer) { //TODO warning("Dialogue_Menu_Remove_From_List(%d)", answer); } int ScriptBase::Dialogue_Menu_Query_Input() { //TODO return _vm->_dialogueMenu->queryInput(); } int ScriptBase::Dialogue_Menu_Query_List_Size() { return _vm->_dialogueMenu->listSize(); } 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); } 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 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); } void ScriptBase::World_Waypoint_Set(int waypointId, int setId, float x, float y, float z) { _vm->_waypoints->set(waypointId, setId, Vector3(x, y, z)); } // ScriptBase::World_Waypoint_Reset float ScriptBase::World_Waypoint_Query_X(int waypointId) { return _vm->_waypoints->getX(waypointId); } float ScriptBase::World_Waypoint_Query_Y(int waypointId) { return _vm->_waypoints->getY(waypointId); } float ScriptBase::World_Waypoint_Query_Z(int waypointId) { return _vm->_waypoints->getZ(waypointId); } void ScriptBase::Combat_Cover_Waypoint_Set_Data(int coverWaypointId, int type, int setId, int sceneId, float x, float y, float z) { assert(coverWaypointId < (int)_vm->_combat->_coverWaypoints.size()); _vm->_combat->_coverWaypoints[coverWaypointId].type = type; _vm->_combat->_coverWaypoints[coverWaypointId].setId = setId; _vm->_combat->_coverWaypoints[coverWaypointId].sceneId = sceneId; _vm->_combat->_coverWaypoints[coverWaypointId].position.x = x; _vm->_combat->_coverWaypoints[coverWaypointId].position.y = y; _vm->_combat->_coverWaypoints[coverWaypointId].position.z = z; } void ScriptBase::Combat_Flee_Waypoint_Set_Data(int fleeWaypointId, int type, int setId, int sceneId, float x, float y, float z, int a8) { assert(fleeWaypointId < (int)_vm->_combat->_fleeWaypoints.size()); _vm->_combat->_fleeWaypoints[fleeWaypointId].type = type; _vm->_combat->_fleeWaypoints[fleeWaypointId].setId = setId; _vm->_combat->_fleeWaypoints[fleeWaypointId].sceneId = sceneId; _vm->_combat->_fleeWaypoints[fleeWaypointId].position.x = x; _vm->_combat->_fleeWaypoints[fleeWaypointId].position.y = y; _vm->_combat->_fleeWaypoints[fleeWaypointId].position.z = z; _vm->_combat->_fleeWaypoints[fleeWaypointId].field7 = a8; } void ScriptBase::Police_Maze_Target_Track_Add(int itemId, float startX, float startY, float startZ, float endX, float endY, float endZ, int steps, const int* instructions, bool isActive) { _vm->_policeMaze->_tracks[itemId]->add(itemId, startX, startY, startZ, endX, endY, endZ, steps, instructions, isActive); _vm->_policeMaze->activate(); } int ScriptBase::Police_Maze_Query_Score() { return Global_Variable_Query(kVariablePoliceMazeScore); } void ScriptBase::Police_Maze_Zero_Score() { Global_Variable_Reset(kVariablePoliceMazeScore); } void ScriptBase::Police_Maze_Increment_Score(int delta) { Global_Variable_Set(kVariablePoliceMazeScore, Global_Variable_Query(kVariablePoliceMazeScore) + delta); } void ScriptBase::Police_Maze_Decrement_Score(int delta) { Global_Variable_Set(kVariablePoliceMazeScore, Global_Variable_Query(kVariablePoliceMazeScore) - delta); } void ScriptBase::Police_Maze_Set_Score(int value) { Global_Variable_Set(kVariablePoliceMazeScore, value); } void ScriptBase::Police_Maze_Set_Pause_State(bool state) { _vm->_policeMaze->setPauseState(state); } void ScriptBase::CDB_Set_Crime(int clueId, int crimeId) { _vm->_crimesDatabase->setCrime(clueId, crimeId); } void ScriptBase::CDB_Set_Clue_Asset_Type(int clueId, int assetType) { _vm->_crimesDatabase->setAssetType(clueId, assetType); } void ScriptBase::SDB_Set_Actor(int suspectId, int actorId) { _vm->_suspectsDatabase->get(suspectId)->setActor(actorId); } bool ScriptBase::SDB_Add_Photo_Clue(int suspectId, int clueId, int shapeId) { return _vm->_suspectsDatabase->get(suspectId)->addPhotoClue(shapeId, clueId); } void ScriptBase::SDB_Set_Name(int actorId) { // not implemented in game } void ScriptBase::SDB_Set_Sex(int suspectId, int sex) { _vm->_suspectsDatabase->get(suspectId)->setSex(sex); } bool ScriptBase::SDB_Add_Identity_Clue(int suspectId, int clueId) { return _vm->_suspectsDatabase->get(suspectId)->addIdentityClue(clueId); } bool ScriptBase::SDB_Add_MO_Clue(int suspectId, int clueId) { return _vm->_suspectsDatabase->get(suspectId)->addMOClue(clueId); } bool ScriptBase::SDB_Add_Whereabouts_Clue(int suspectId, int clueId) { return _vm->_suspectsDatabase->get(suspectId)->addWhereaboutsClue(clueId); } bool ScriptBase::SDB_Add_Replicant_Clue(int suspectId, int clueId) { return _vm->_suspectsDatabase->get(suspectId)->addReplicantClue(clueId); } bool ScriptBase::SDB_Add_Non_Replicant_Clue(int suspectId, int clueId) { return _vm->_suspectsDatabase->get(suspectId)->addNonReplicantClue(clueId); } bool ScriptBase::SDB_Add_Other_Clue(int suspectId, int clueId) { return _vm->_suspectsDatabase->get(suspectId)->addOtherClue(clueId); } void ScriptBase::Spinner_Set_Selectable_Destination_Flag(int destination, bool selectable) { _vm->_spinner->setSelectableDestinationFlag(destination, selectable); } // ScriptBase::Spinner_Query_Selectable_Destination_Flag int ScriptBase::Spinner_Interface_Choose_Dest(int loopId, bool immediately) { return _vm->_spinner->chooseDestination(loopId, immediately); } void ScriptBase::ESPER_Flag_To_Activate() { if (!_vm->_esper->isOpen()) { _vm->_esper->open(&_vm->_surfaceBack); while (_vm->_esper->isOpen() && _vm->_gameIsRunning) { _vm->gameTick(); } } } void ScriptBase::Voight_Kampff_Activate(int actorId, int calibrationRatio){ _vm->_vk->open(actorId, calibrationRatio); while (_vm->_vk->isOpen() && _vm->_gameIsRunning) { _vm->gameTick(); } } int ScriptBase::Elevator_Activate(int elevatorId) { return _vm->_elevator->activate(elevatorId); } void ScriptBase::View_Score_Board() { _vm->_scores->open(); } int ScriptBase::Query_Score(int index) { return _vm->_scores->query(index); } void ScriptBase::Set_Score(int index, int value) { _vm->_scores->set(index, value); } void ScriptBase::Give_McCoy_Ammo(int ammoType, int ammo) { _vm->_settings->addAmmo(ammoType, ammo); } void ScriptBase::Assign_Player_Gun_Hit_Sounds(int ammoType, int soundId1, int soundId2, int soundId3) { _vm->_combat->setHitSound(ammoType, 0, soundId1); _vm->_combat->setHitSound(ammoType, 1, soundId2); _vm->_combat->setHitSound(ammoType, 2, soundId3); } void ScriptBase::Assign_Player_Gun_Miss_Sounds(int ammoType, int soundId1, int soundId2, int soundId3) { _vm->_combat->setMissSound(ammoType, 0, soundId1); _vm->_combat->setMissSound(ammoType, 1, soundId2); _vm->_combat->setMissSound(ammoType, 2, soundId3); } void ScriptBase::Disable_Shadows(int animationsIdsList[], int listSize) { _vm->_sliceRenderer->disableShadows(animationsIdsList, listSize); } bool ScriptBase::Query_System_Currently_Loading_Game() { return _vm->_gameIsLoading; } void ScriptBase::Actor_Retired_Here(int actorId, int width, int height, int retired, int retiredByActorId) { Actor *actor = _vm->_actors[actorId]; actor->retire(retired, width, height, retiredByActorId); actor->setAtXYZ(actor->getXYZ(), actor->getFacing(), true, false, true); _vm->_sceneObjects->setRetired(actorId + kSceneObjectOffsetActors, true); } void ScriptBase::Clickable_Object(const char *objectName) { int objectId = _vm->_scene->findObject(objectName); if (objectId == -1) return; _vm->_scene->objectSetIsClickable(objectId, true, !_vm->_sceneIsLoading); } void ScriptBase::Unclickable_Object(const char *objectName) { int objectId = _vm->_scene->findObject(objectName); if (objectId == -1) return; _vm->_scene->objectSetIsClickable(objectId, false, !_vm->_sceneIsLoading); } void ScriptBase::Obstacle_Object(const 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(const 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(const char *objectName) { int objectId = _vm->_scene->findObject(objectName); if (objectId == -1) return; _vm->_scene->objectSetIsTarget(objectId, true, !_vm->_sceneIsLoading); } void ScriptBase::Un_Combat_Target_Object(const char *objectName) { int objectId = _vm->_scene->findObject(objectName); if (objectId == -1) return; _vm->_scene->objectSetIsTarget(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(const char *fogName, float r, float g, float b) { _vm->_scene->_set->_effects->setFogColor(fogName, r, g, b); } void ScriptBase::Set_Fog_Density(const char *fogName, float density) { _vm->_scene->_set->_effects->setFogDensity(fogName, density); } void ScriptBase::ADQ_Flush() { _vm->_actorDialogueQueue->flush(0, true); } void ScriptBase::ADQ_Add(int actorId, int sentenceId, int animationMode) { _vm->_actorDialogueQueue->add(actorId, sentenceId, animationMode); } void ScriptBase::ADQ_Add_Pause(int delay) { _vm->_actorDialogueQueue->addPause(delay); } 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); } void ScriptBase::AI_Countdown_Timer_Start(int actorId, signed int timer, int seconds) { if (timer >= 0 && timer <= 2) { _vm->_actors[actorId]->timerStart(timer, 1000 * seconds); } } void ScriptBase::AI_Countdown_Timer_Reset(int actorId, int timer) { if (timer >= 0 && timer <= 2) { _vm->_actors[actorId]->timerReset(timer); } } void ScriptBase::AI_Movement_Track_Unpause(int actorId) { _vm->_actors[actorId]->movementTrackUnpause(); } void ScriptBase::AI_Movement_Track_Pause(int actorId) { _vm->_actors[actorId]->movementTrackPause(); } void ScriptBase::AI_Movement_Track_Repeat(int actorId) { _vm->_actors[actorId]->_movementTrack->repeat(); _vm->_actors[actorId]->movementTrackNext(true); } void ScriptBase::AI_Movement_Track_Append_Run_With_Facing(int actorId, int waypointId, int delay, int angle) { _vm->_actors[actorId]->_movementTrack->append(waypointId, delay * 1000, angle, true); } void ScriptBase::AI_Movement_Track_Append_With_Facing(int actorId, int waypointId, int delay, int angle) { _vm->_actors[actorId]->_movementTrack->append(waypointId, delay * 1000, angle, false); } void ScriptBase::AI_Movement_Track_Append_Run(int actorId, int waypointId, int delay) { _vm->_actors[actorId]->_movementTrack->append(waypointId, delay * 1000, true); } void ScriptBase::AI_Movement_Track_Append(int actorId, int waypointId, int delay) { _vm->_actors[actorId]->_movementTrack->append(waypointId, delay * 1000, false); } void ScriptBase::AI_Movement_Track_Flush(int actorId) { _vm->_actors[actorId]->_movementTrack->flush(); _vm->_actors[actorId]->stopWalking(false); } void ScriptBase::KIA_Play_Actor_Dialogue(int actorId, int sentenceId) { _vm->gameWaitForActive(); _vm->_kia->playActorDialogue(actorId, sentenceId); } void ScriptBase::KIA_Play_Slice_Model(int sliceModelId) { _vm->gameWaitForActive(); _vm->_kia->playSliceModel(sliceModelId); } void ScriptBase::KIA_Play_Photograph(int photographId) { _vm->gameWaitForActive(); _vm->_kia->playPhotograph(photographId); } void ScriptBase::ESPER_Add_Photo(const char *name, int photoId, int shapeId) { _vm->_esper->addPhoto(name, photoId, shapeId); } void ScriptBase::ESPER_Define_Special_Region(int regionId, int innerLeft, int innerTop, int innerRight, int innerBottom, int outerLeft, int outerTop, int outerRight, int outerBottom, int selectionLeft, int selectionTop, int selectionRight, int selectionBottom, const char *name) { _vm->_esper->defineRegion(regionId, Common::Rect(innerLeft, innerTop, innerRight, innerBottom), Common::Rect(outerLeft, outerTop, outerRight, outerBottom), Common::Rect(selectionLeft, selectionTop, selectionRight, selectionBottom), name); } void ScriptBase::VK_Play_Speech_Line(int actorId, int sentenceId, float duration) { _vm->_vk->playSpeechLine(actorId, sentenceId, duration); } void ScriptBase::VK_Add_Question(int intensity, int sentenceId, int relatedSentenceId) { _vm->_vk->addQuestion(intensity, sentenceId, relatedSentenceId); } void ScriptBase::VK_Subject_Reacts(int intensity, int humanResponse, int replicantResponse, int anxiety) { _vm->gameWaitForActive(); _vm->_vk->subjectReacts(intensity, humanResponse, replicantResponse, anxiety); } void ScriptBase::VK_Eye_Animates(int loopId) { _vm->_vk->eyeAnimates(loopId); } } // End of namespace BladeRunner