/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef BLADERUNNER_SCRIPT_H #define BLADERUNNER_SCRIPT_H #include "common/str.h" namespace BladeRunner { class BladeRunnerEngine; class ScriptBase { protected: BladeRunnerEngine *_vm; public: ScriptBase(BladeRunnerEngine *vm) : _vm(vm) {} virtual ~ScriptBase() {} protected: void Preload(int animationId); void Actor_Put_In_Set(int actorId, int set); void Actor_Set_At_XYZ(int actorId, float x, float y, float z, int direction); void Actor_Set_At_Waypoint(int actorId, int waypointId, int angle); bool Region_Check(int left, int top, int right, int down); bool Object_Query_Click(const char *objectName1, const char *objectName2); void Object_Do_Ground_Click(); bool Object_Mark_For_Hot_Mouse(const char *objectName); void Actor_Face_Actor(int actorId, int otherActorId, bool animate); void Actor_Face_Object(int actorId, const char *objectName, bool animate); void Actor_Face_Item(int actorId, int itemId, bool animate); void Actor_Face_Waypoint(int actorId, int waypointId, bool animate); void Actor_Face_XYZ(int actorId, float x, float y, float z, bool animate); void Actor_Face_Current_Camera(int actorId, bool animate); void Actor_Face_Heading(int actorId, int heading, bool animate); int Actor_Query_Friendliness_To_Other(int actorId, int otherActorId); void Actor_Modify_Friendliness_To_Other(int actorId, int otherActorId, signed int change); void Actor_Set_Friendliness_To_Other(int actorId, int otherActorId, int friendliness); void Actor_Set_Honesty(int actorId, int honesty); void Actor_Set_Intelligence(int actorId, int intelligence); void Actor_Set_Stability(int actorId, int stability); void Actor_Set_Combat_Aggressiveness(int actorId, int combatAggressiveness); int Actor_Query_Current_HP(int actorId); int Actor_Query_Max_HP(int actorId); int Actor_Query_Combat_Aggressiveness(int actorId); int Actor_Query_Honesty(int actorId); int Actor_Query_Intelligence(int actorId); int Actor_Query_Stability(int actorId); void Actor_Modify_Current_HP(int actorId, signed int change); void Actor_Modify_Max_HP(int actorId, signed int change); void Actor_Modify_Combat_Aggressiveness(int actorId, signed int change); void Actor_Modify_Honesty(int actorId, signed int change); void Actor_Modify_Intelligence(int actorId, signed int change); void Actor_Modify_Stability(int actorId, signed int change); void Actor_Set_Flag_Damage_Anim_If_Moving(int actorId, bool value); bool Actor_Query_Flag_Damage_Anim_If_Moving(int actorId); void Actor_Combat_AI_Hit_Attempt(int actorId); void Non_Player_Actor_Combat_Mode_On(int actorId, int a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9, int a10, int a11, int a12, int a13, int a14); void Non_Player_Actor_Combat_Mode_Off(int actorId); void Actor_Set_Health(int actor, int hp, int maxHp); void Actor_Set_Targetable(int actor, bool targetable); void Actor_Says(int actorId, int sentenceId, int animationMode); void Actor_Says_With_Pause(int actorId, int sentenceId, float pause, int animationMode); void Actor_Voice_Over(int sentenceId, int actorId); void Actor_Start_Speech_Sample(int actorId, int sentenceId); void Actor_Start_Voice_Over_Sample(int sentenceId); int Actor_Query_Which_Set_In(int actorId); bool Actor_Query_Is_In_Current_Set(int actorId); bool Actor_Query_In_Set(int actorId, int setId); int Actor_Query_Inch_Distance_From_Actor(int actorId, int otherActorId); int Actor_Query_Inch_Distance_From_Waypoint(int actorId, int waypointId); bool Actor_Query_In_Between_Two_Actors(int actorId, int otherActor1Id, int otherActor2Id); void Actor_Set_Goal_Number(int actorId, int goalNumber); int Actor_Query_Goal_Number(int actorId); void Actor_Query_XYZ(int actorId, float *x, float *y, float *z); int Actor_Query_Facing_1024(int actorId); void Actor_Set_Frame_Rate_FPS(int actorId, int fps); int Slice_Animation_Query_Number_Of_Frames(int animationId); void Actor_Change_Animation_Mode(int actorId, int animationMode); int Actor_Query_Animation_Mode(int actorId); bool Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int a3, int a4, bool running); bool Loop_Actor_Walk_To_Item(int actorId, int itemId, int a3, int a4, bool run); bool Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int distance, bool a4, bool run); bool Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int a3, int a4, bool run); bool Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int a4, int a5, bool run, int a7); void Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int a3, int run); void Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int a5, bool run); void Actor_Force_Stop_Walking(int actorId); bool Loop_Actor_Travel_Stairs(int actorId, int a2, int a3, int a4); bool Loop_Actor_Travel_Ladder(int actorId, int a2, int a3, int a4); void Actor_Clue_Add_To_Database(int actorId, int clueId, int unknown, bool clueAcquired, bool unknownFlag, int fromActorId); void Actor_Clue_Acquire(int actorId, int clueId, byte unknownFlag, int fromActorId); void Actor_Clue_Lose(int actorId, int clueId); bool Actor_Clue_Query(int actorId, int clueId); void Actor_Clues_Transfer_New_To_Mainframe(int actorId); void Actor_Clues_Transfer_New_From_Mainframe(int actorId); void Actor_Set_Invisible(int actorId, bool isInvisible); void Actor_Set_Immunity_To_Obstacles(int actorId, bool isImmune); void Item_Add_To_World(int itemId, int animationId, int setId, float x, float y, float z, signed int facing, int height, int width, bool isTargetable, bool isObstacle, bool isPoliceMazeEnemy, bool updateOnly); void Item_Remove_From_World(int itemId); void Item_Spin_In_World(int itemId); void Item_Flag_As_Target(int itemId); void Item_Flag_As_Non_Target(int itemId); void Item_Pickup_Spin_Effect(int a1, int a2, int a3); int Animation_Open(); int Animation_Close(); int Animation_Start(); int Animation_Stop(); int Animation_Skip_To_Frame(); void Delay(int miliseconds); void Player_Loses_Control(); void Player_Gains_Control(); void Player_Set_Combat_Mode(bool activate); bool Player_Query_Combat_Mode(); void Player_Set_Combat_Mode_Access(bool enable); int Player_Query_Current_Set(); int Player_Query_Current_Scene(); int Player_Query_Agenda(); void Player_Set_Agenda(int agenda); int Query_Difficulty_Level(); void Game_Flag_Set(int flag); void Game_Flag_Reset(int flag); bool Game_Flag_Query(int flag); void Set_Enter(int setId, int sceneId); void Chapter_Enter(int chapter, int setId, int sceneId); int Global_Variable_Set(int, int); int Global_Variable_Reset(int); int Global_Variable_Query(int); int Global_Variable_Increment(int, int); int Global_Variable_Decrement(int, int); int Random_Query(int min, int max); void Sound_Play(int id, int volume, int panFrom, int panTo, int priority); void Sound_Play_Speech_Line(int actorId, int speechId, int a3, int a4, int a5); void Sound_Left_Footstep_Walk(int actorId); void Sound_Right_Footstep_Walk(int actorId); void Sound_Left_Footstep_Run(int actorId); void Sound_Right_Footstep_Run(int actorId); // Sound_Walk_Shuffle_Stop void Footstep_Sounds_Set(int index, int value); void Footstep_Sound_Override_On(int footstepSoundOverride); void Footstep_Sound_Override_Off(); bool Music_Play(int a1, int a2, int a3, int a4, int a5, int a6, int a7); void Music_Adjust(int a1, int a2, int a3); void Music_Stop(int a1); bool Music_Is_Playing(); void Overlay_Play(const char *overlay, int a2, int a3, int a4, int a5); void Overlay_Remove(const char *overlay); void Scene_Loop_Set_Default(int); void Scene_Loop_Start_Special(int, int, int); void Outtake_Play(int id, int noLocalization = false, int container = -1); void Ambient_Sounds_Add_Sound(int id, int time1, int time2, int volume1, int volume2, int pan1begin, int pan1end, int pan2begin, int pan2end, int priority, int unk); void Ambient_Sounds_Remove_Sound(int id, bool a2); void Ambient_Sounds_Add_Speech_Sound(int id, int unk1, int time1, int time2, int volume1, int volume2, int pan1begin, int pan1end, int pan2begin, int pan2end, int priority, int unk2); // Ambient_Sounds_Remove_Speech_Sound int Ambient_Sounds_Play_Sound(int a1, int a2, int a3, int a4, int a5); // Ambient_Sounds_Play_Speech_Sound void Ambient_Sounds_Remove_All_Non_Looping_Sounds(int time); void Ambient_Sounds_Add_Looping_Sound(int id, int volume, int pan, int fadeInTime); void Ambient_Sounds_Adjust_Looping_Sound(int id, int panBegin, int panEnd, int a4); void Ambient_Sounds_Remove_Looping_Sound(int id, bool a2); void Ambient_Sounds_Remove_All_Looping_Sounds(int time); void Setup_Scene_Information(float actorX, float actorY, float actorZ, int actorFacing); bool Dialogue_Menu_Appear(int x, int y); bool Dialogue_Menu_Disappear(); bool Dialogue_Menu_Clear_List(); bool Dialogue_Menu_Add_To_List(int answer); bool Dialogue_Menu_Add_DONE_To_List(int answer); // Dialogue_Menu_Add_To_List_Never_Repeat_Once_Selected bool DM_Add_To_List(int answer, int a2, int a3, int a4); bool DM_Add_To_List_Never_Repeat_Once_Selected(int answer, int a2, int a3, int a4); void Dialogue_Menu_Remove_From_List(int answer); int Dialogue_Menu_Query_Input(); int Dialogue_Menu_Query_List_Size(); void Scene_Exit_Add_2D_Exit(int index, int left, int top, int right, int down, int type); void Scene_Exit_Remove(int index); void Scene_Exits_Disable(); void Scene_Exits_Enable(); void Scene_2D_Region_Add(int index, int left, int top, int right, int down); void Scene_2D_Region_Remove(int index); void World_Waypoint_Set(int waypointId, int sceneId, float x, float y, float z); // World_Waypoint_Reset float World_Waypoint_Query_X(int waypointId); float World_Waypoint_Query_Y(int waypointId); float World_Waypoint_Query_Z(int waypointId); void Combat_Cover_Waypoint_Set_Data(int combatCoverId, int a2, int sceneId, int a4, float x, float y, float z); void Combat_Flee_Waypoint_Set_Data(int combatFleeWaypointId, int a2, int sceneId, int a4, float x, float y, float z, int a8); void Police_Maze_Target_Track_Add(int itemId, float startX, float startY, float startZ, float endX, float endY, float endZ, int steps, signed int data[], bool a10); // Police_Maze_Query_Score // Police_Maze_Zero_Score // Police_Maze_Increment_Score // Police_Maze_Decrement_Score // Police_Maze_Set_Score void Police_Maze_Set_Pause_State(int a1); void CDB_Set_Crime(int crimeId, int value); void CDB_Set_Clue_Asset_Type(int assetId, int type); void SDB_Set_Actor(int suspectId, int actorId); bool SDB_Add_Photo_Clue(int suspectId, int a2, int a3); void SDB_Set_Name(int suspectId); void SDB_Set_Sex(int suspectId, int sex); bool SDB_Add_Identity_Clue(int suspectId, int clueId); bool SDB_Add_MO_Clue(int suspectId, int clueId); bool SDB_Add_Whereabouts_Clue(int suspectId, int clueId); bool SDB_Add_Replicant_Clue(int suspectId, int clueId); bool SDB_Add_Non_Replicant_Clue(int suspectId, int clueId); bool SDB_Add_Other_Clue(int suspectId, int clueId); void Spinner_Set_Selectable_Destination_Flag(int a1, int a2); // Spinner_Query_Selectable_Destination_Flag int Spinner_Interface_Choose_Dest(int a1, int a2); void ESPER_Flag_To_Activate(); bool Voight_Kampff_Activate(int a1, int a2); int Elevator_Activate(int elevator); void View_Score_Board(); // Query_Score void Set_Score(int a0, int a1); void Give_McCoy_Ammo(int ammoType, int ammo); void Assign_Player_Gun_Hit_Sounds(int row, int soundId1, int soundId2, int soundId3); void Assign_Player_Gun_Miss_Sounds(int row, int soundId1, int soundId2, int soundId3); void Disable_Shadows(int animationsIdsList[], int listSize); bool Query_System_Currently_Loading_Game(); void Actor_Retired_Here(int actorId, int width, int height, int retired, int retiredByActorId); void Clickable_Object(const char *objectName); void Unclickable_Object(const char *objectName); void Obstacle_Object(const char *objectName, bool updateWalkpath); void Unobstacle_Object(const char *objectName, bool updateWalkpath); void Obstacle_Flag_All_Objects(bool isObstacle); void Combat_Target_Object(const char *objectName); void Un_Combat_Target_Object(const char *objectName); void Set_Fade_Color(float r, float g, float b); void Set_Fade_Density(float density); void Set_Fog_Color(const char* fogName, float r, float g, float b); void Set_Fog_Density(const char* fogName, float density); void ADQ_Flush(); void ADQ_Add(int actorId, int sentenceId, int animationMode); void ADQ_Add_Pause(int delay); bool Game_Over(); void Autosave_Game(int textId); void I_Sez(const char *str); void AI_Countdown_Timer_Start(int actorId, signed int timer, int seconds); void AI_Countdown_Timer_Reset(int actorId, int timer); void AI_Movement_Track_Unpause(int actorId); void AI_Movement_Track_Pause(int actorId); void AI_Movement_Track_Repeat(int actorId); void AI_Movement_Track_Append_Run_With_Facing(int actorId, int waypointId, int delay, int angle); void AI_Movement_Track_Append_With_Facing(int actorId, int waypointId, int delay, int angle); void AI_Movement_Track_Append_Run(int actorId, int waypointId, int delay); void AI_Movement_Track_Append(int actorId, int waypointId, int delay); void AI_Movement_Track_Flush(int actorId); void ESPER_Add_Photo(const char* fileName, int a2, int a3); void ESPER_Define_Special_Region(int a1, int a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9, int a10, int a11, int a12, int a13, const char *name); void KIA_Play_Actor_Dialogue(int a1, int a2); void KIA_Play_Slice_Model(int a1); void KIA_Play_Photograph(int a1); void VK_Play_Speech_Line(int actorIndex, int a2, float a3); void VK_Add_Question(int a1, int a2, int a3); void VK_Subject_Reacts(int a1, int a2, int a3, int a4); void VK_Eye_Animates(int a1); }; class SceneScriptBase : public ScriptBase { public: SceneScriptBase(BladeRunnerEngine *vm) : ScriptBase(vm) {} virtual void InitializeScene() = 0; virtual void SceneLoaded() = 0; virtual bool MouseClick(int x, int y) = 0; virtual bool ClickedOn3DObject(const char *objectName, bool a2) = 0; virtual bool ClickedOnActor(int actorId) = 0; virtual bool ClickedOnItem(int itemId, bool a2) = 0; virtual bool ClickedOnExit(int exitId) = 0; virtual bool ClickedOn2DRegion(int region) = 0; virtual void SceneFrameAdvanced(int frame) = 0; virtual void ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) = 0; virtual void PlayerWalkedIn() = 0; virtual void PlayerWalkedOut() = 0; virtual void DialogueQueueFlushed(int a1) = 0; }; /* * Scene Scripts */ class Script { public: BladeRunnerEngine *_vm; int _inScriptCounter; SceneScriptBase *_currentScript; Script(BladeRunnerEngine *vm) : _vm(vm), _inScriptCounter(0), _currentScript(nullptr) { } ~Script(); bool open(const Common::String &name); void InitializeScene(); void SceneLoaded(); bool MouseClick(int x, int y); bool ClickedOn3DObject(const char *objectName, bool a2); bool ClickedOnActor(int actorId); bool ClickedOnItem(int itemId, bool a2); bool ClickedOnExit(int exitId); bool ClickedOn2DRegion(int region); void SceneFrameAdvanced(int frame); void ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet); void PlayerWalkedIn(); void PlayerWalkedOut(); void DialogueQueueFlushed(int a1); }; #define DECLARE_SCRIPT(name) \ class Script##name : public SceneScriptBase { \ public: \ Script##name(BladeRunnerEngine *vm) \ : SceneScriptBase(vm) \ {} \ void InitializeScene(); \ void SceneLoaded(); \ bool MouseClick(int x, int y); \ bool ClickedOn3DObject(const char *objectName, bool a2); \ bool ClickedOnActor(int actorId); \ bool ClickedOnItem(int itemId, bool a2); \ bool ClickedOnExit(int exitId); \ bool ClickedOn2DRegion(int region); \ void SceneFrameAdvanced(int frame); \ void ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet); \ void PlayerWalkedIn(); \ void PlayerWalkedOut(); \ void DialogueQueueFlushed(int a1); \ private: #define END_SCRIPT }; DECLARE_SCRIPT(AR01) END_SCRIPT DECLARE_SCRIPT(AR02) void sub_402694(); void sub_402AE0(); void sub_402CE4(); END_SCRIPT DECLARE_SCRIPT(BB01) END_SCRIPT DECLARE_SCRIPT(BB02) END_SCRIPT DECLARE_SCRIPT(BB03) END_SCRIPT DECLARE_SCRIPT(BB04) END_SCRIPT DECLARE_SCRIPT(BB05) END_SCRIPT DECLARE_SCRIPT(BB06) END_SCRIPT DECLARE_SCRIPT(BB07) END_SCRIPT DECLARE_SCRIPT(BB08) END_SCRIPT DECLARE_SCRIPT(BB09) END_SCRIPT DECLARE_SCRIPT(BB10) END_SCRIPT DECLARE_SCRIPT(BB11) END_SCRIPT DECLARE_SCRIPT(BB12) END_SCRIPT DECLARE_SCRIPT(BB51) END_SCRIPT DECLARE_SCRIPT(CT01) void sub_40269C(); END_SCRIPT DECLARE_SCRIPT(CT02) void sub_401ACC(); END_SCRIPT DECLARE_SCRIPT(CT03) END_SCRIPT DECLARE_SCRIPT(CT04) void sub_401D4C(); END_SCRIPT DECLARE_SCRIPT(CT05) END_SCRIPT DECLARE_SCRIPT(CT06) END_SCRIPT DECLARE_SCRIPT(CT07) END_SCRIPT DECLARE_SCRIPT(CT08) END_SCRIPT DECLARE_SCRIPT(CT09) END_SCRIPT DECLARE_SCRIPT(CT10) void sub_401844(); END_SCRIPT DECLARE_SCRIPT(CT11) END_SCRIPT DECLARE_SCRIPT(CT12) END_SCRIPT DECLARE_SCRIPT(CT51) END_SCRIPT DECLARE_SCRIPT(DR01) END_SCRIPT DECLARE_SCRIPT(DR02) END_SCRIPT DECLARE_SCRIPT(DR03) void sub_401B18(); END_SCRIPT DECLARE_SCRIPT(DR04) bool sub_401160(); END_SCRIPT DECLARE_SCRIPT(DR05) END_SCRIPT DECLARE_SCRIPT(DR06) END_SCRIPT DECLARE_SCRIPT(HC01) void sub_402384(); void sub_40346C(); END_SCRIPT DECLARE_SCRIPT(HC02) END_SCRIPT DECLARE_SCRIPT(HC03) END_SCRIPT DECLARE_SCRIPT(HC04) void sub_401B90(); END_SCRIPT DECLARE_SCRIPT(HF01) void sub_4026B4(); void sub_4032DC(); void sub_403484(); END_SCRIPT DECLARE_SCRIPT(HF02) END_SCRIPT DECLARE_SCRIPT(HF03) void sub_401C80(); END_SCRIPT DECLARE_SCRIPT(HF04) END_SCRIPT DECLARE_SCRIPT(HF05) void sub_402370(); void sub_402970(); void sub_402AE4(); void sub_403738(); void sub_403A34(int actorId); void sub_403F0C(); void sub_40410C(); void sub_4042E4(); void sub_404474(); int sub_404858(); int sub_4048C0(); END_SCRIPT DECLARE_SCRIPT(HF06) void sub_401EF4(); void sub_4023E0(); END_SCRIPT DECLARE_SCRIPT(HF07) int sub_401864(); END_SCRIPT DECLARE_SCRIPT(KP01) END_SCRIPT DECLARE_SCRIPT(KP02) END_SCRIPT DECLARE_SCRIPT(KP03) void sub_401E54(); END_SCRIPT DECLARE_SCRIPT(KP04) END_SCRIPT DECLARE_SCRIPT(KP05) END_SCRIPT DECLARE_SCRIPT(KP06) END_SCRIPT DECLARE_SCRIPT(KP07) END_SCRIPT DECLARE_SCRIPT(MA01) END_SCRIPT DECLARE_SCRIPT(MA02) void sub_401E4C(); bool sub_401F7C(); void sub_402044(); END_SCRIPT //MA03 does not exists DECLARE_SCRIPT(MA04) bool sub_402758(); bool sub_402820(); bool sub_402888(); void sub_4028A8(); void sub_402F2C(); void sub_4032A0(); void sub_4034D8(); void sub_403864(); void sub_403DA8(); END_SCRIPT DECLARE_SCRIPT(MA05) bool sub_401990(); END_SCRIPT DECLARE_SCRIPT(MA06) bool sub_4012C0(); void sub_4014E4(); END_SCRIPT DECLARE_SCRIPT(MA07) END_SCRIPT DECLARE_SCRIPT(MA08) END_SCRIPT DECLARE_SCRIPT(NR01) END_SCRIPT DECLARE_SCRIPT(NR02) void sub_402134(); END_SCRIPT DECLARE_SCRIPT(NR03) void sub_40259C(int frame); void sub_402994(); END_SCRIPT DECLARE_SCRIPT(NR04) void sub_401DB0(); void sub_402860(int frame); void sub_402960(); END_SCRIPT DECLARE_SCRIPT(NR05) void sub_401F74(int frame); void sub_4020B4(); void sub_4022DC(); void sub_402A48(int actorId); void sub_402B9C(); END_SCRIPT DECLARE_SCRIPT(NR06) void sub_401BAC(); END_SCRIPT DECLARE_SCRIPT(NR07) void sub_4018D4(); void sub_401A10(); void sub_401C60(); void sub_401EF4(); void sub_4020F0(); void sub_402284(); void sub_402510(); void sub_402614(); void sub_402738(); void sub_4028FC(); END_SCRIPT DECLARE_SCRIPT(NR08) void sub_4021B4(); END_SCRIPT DECLARE_SCRIPT(NR09) void sub_40172C(); END_SCRIPT DECLARE_SCRIPT(NR10) END_SCRIPT DECLARE_SCRIPT(NR11) void sub_4027D0(int actorId, signed int frame); void sub_4028EC(); END_SCRIPT DECLARE_SCRIPT(PS01) END_SCRIPT DECLARE_SCRIPT(PS02) void sub_4018BC(); END_SCRIPT DECLARE_SCRIPT(PS03) END_SCRIPT DECLARE_SCRIPT(PS04) void sub_4017E4(); END_SCRIPT DECLARE_SCRIPT(PS05) void sub_401B34(); void sub_401C30(); END_SCRIPT DECLARE_SCRIPT(PS06) END_SCRIPT DECLARE_SCRIPT(PS07) void sub_401D60(); END_SCRIPT // PS08 does not exits DECLARE_SCRIPT(PS09) void sub_402090(); END_SCRIPT DECLARE_SCRIPT(PS10) void sub_402238(); END_SCRIPT DECLARE_SCRIPT(PS11) void sub_402744(); END_SCRIPT DECLARE_SCRIPT(PS12) void sub_4028C4(); END_SCRIPT DECLARE_SCRIPT(PS13) void sub_40267C(); END_SCRIPT DECLARE_SCRIPT(PS14) END_SCRIPT DECLARE_SCRIPT(PS15) END_SCRIPT DECLARE_SCRIPT(RC01) void sub_403850(); void sub_4037AC(); END_SCRIPT DECLARE_SCRIPT(RC02) void sub_402A7C(); END_SCRIPT DECLARE_SCRIPT(RC03) void sub_402834(); END_SCRIPT DECLARE_SCRIPT(RC04) void sub_401DF4(); END_SCRIPT DECLARE_SCRIPT(RC51) END_SCRIPT DECLARE_SCRIPT(TB02) void sub_402644(); void sub_402B50(); END_SCRIPT DECLARE_SCRIPT(TB03) END_SCRIPT DECLARE_SCRIPT(TB05) END_SCRIPT DECLARE_SCRIPT(TB06) END_SCRIPT DECLARE_SCRIPT(TB07) void sub_401B0C(); END_SCRIPT DECLARE_SCRIPT(UG01) END_SCRIPT DECLARE_SCRIPT(UG02) bool sub_402354(); END_SCRIPT DECLARE_SCRIPT(UG03) END_SCRIPT DECLARE_SCRIPT(UG04) END_SCRIPT DECLARE_SCRIPT(UG05) int sub_4021B0(); void sub_402218(); END_SCRIPT DECLARE_SCRIPT(UG06) END_SCRIPT DECLARE_SCRIPT(UG07) END_SCRIPT DECLARE_SCRIPT(UG08) END_SCRIPT DECLARE_SCRIPT(UG09) END_SCRIPT DECLARE_SCRIPT(UG10) END_SCRIPT // UG11 does not exists DECLARE_SCRIPT(UG12) END_SCRIPT DECLARE_SCRIPT(UG13) void sub_40223C(); void sub_4023D8(); void sub_4025E0(); void sub_402960(); int sub_402AD0(); void sub_402AD4(); void sub_402E24(); END_SCRIPT DECLARE_SCRIPT(UG14) END_SCRIPT DECLARE_SCRIPT(UG15) END_SCRIPT DECLARE_SCRIPT(UG16) void sub_401D78(); END_SCRIPT DECLARE_SCRIPT(UG17) END_SCRIPT DECLARE_SCRIPT(UG18) void sub_402734(); void sub_402DE8(); void sub_402F8C(); void sub_403114(); void sub_403278(); void sub_403588(); END_SCRIPT DECLARE_SCRIPT(UG19) END_SCRIPT #undef DECLARE_SCRIPT /* * Actor Scripts */ class AIScriptBase : public ScriptBase { public: AIScriptBase(BladeRunnerEngine *vm) : ScriptBase(vm) {} virtual void Initialize() = 0; virtual bool Update() = 0; virtual void TimerExpired(int timer) = 0; virtual void CompletedMovementTrack() = 0; virtual void ReceivedClue(int clueId, int fromActorId) = 0; virtual void ClickedByPlayer() = 0; virtual void EnteredScene(int sceneId) = 0; virtual void OtherAgentEnteredThisScene() = 0; virtual void OtherAgentExitedThisScene() = 0; virtual void OtherAgentEnteredCombatMode() = 0; virtual void ShotAtAndMissed() = 0; virtual void ShotAtAndHit() = 0; virtual void Retired(int byActorId) = 0; virtual void GetFriendlinessModifierIfGetsClue() = 0; virtual bool GoalChanged(int currentGoalNumber, int newGoalNumber) = 0; virtual bool UpdateAnimation(int *animation, int *frame) = 0; virtual bool ChangeAnimationMode(int mode) = 0; virtual void QueryAnimationState(int *animationState, int *a2, int *a3, int *a4) = 0; virtual void SetAnimationState(int animationState, int a2, int a3, int a4) = 0; virtual bool ReachedMovementTrackWaypoint() = 0; }; class AIScripts { public: BladeRunnerEngine *_vm; int _inScriptCounter; AIScriptBase *_AIScripts[100]; AIScripts(BladeRunnerEngine *vm); ~AIScripts(); void Initialize(int actor); void UpdateAnimation(int actor, int *animation, int *frame); void ChangeAnimationMode(int actor, int mode); }; } // End of namespace BladeRunner #endif