/* 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 "bladerunner/bladerunner.h" #include "bladerunner/game_constants.h" #include "common/str.h" namespace BladeRunner { class BladeRunnerEngine; class ScriptBase { friend class SceneScript; protected: BladeRunnerEngine *_vm; public: ScriptBase(BladeRunnerEngine *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 initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int attackRatio, int damage, int range, bool unstoppable); void Non_Player_Actor_Combat_Mode_Off(int actorId); void Actor_Set_Health(int actorId, int hp, int maxHp); void Actor_Set_Targetable(int actorId, 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 proximity, bool interruptible, bool run); bool Loop_Actor_Walk_To_Item(int actorId, int itemId, int proximity, bool interruptible, bool run); bool Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int proximity, bool interruptible, bool run); bool Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int proximity, bool interruptible, bool run); bool Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int proximity, bool interruptible, bool run, bool force); void Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int proximity, bool run); void Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int proximity, bool run); void Actor_Force_Stop_Walking(int actorId); void Loop_Actor_Travel_Stairs(int actorId, int stepCount, bool up, int animationModeEnd); void Loop_Actor_Travel_Ladder(int actorId, int stepCount, bool up, int animationModeEnd); void Actor_Clue_Add_To_Database(int actorId, int clueId, int weight, bool clueAcquired, bool unknownFlag, int fromActorId); void Actor_Clue_Acquire(int actorId, int clueId, bool unknownFlag, int fromActorId); void Actor_Clue_Lose(int actorId, int clueId); bool Actor_Clue_Query(int actorId, int clueId); bool Actor_Clues_Transfer_New_To_Mainframe(int actorId); bool 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 animationId, int x, int y); bool Item_Query_Visible(int itemId); void Set_Subtitle_Text_On_Screen(Common::String displayText); #if BLADERUNNER_ORIGINAL_BUGS #else void Screen_Effect_Skip(int effectInc); void Screen_Effect_Restore(int effectInc); void Screen_Effect_Restore_All(); #endif // BLADERUNNER_ORIGINAL_BUGS 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 sentenceId, int volume, int a4, int priority); 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 musicId, int volume, int pan, int timeFadeIn, int timePlay, int loop, int timeFadeOut); void Music_Adjust(int volume, int pan, int delay); void Music_Stop(int delay); bool Music_Is_Playing(); void Overlay_Play(const char *overlay, int loopId, bool loopForever, bool startNow, int a5); void Overlay_Remove(const char *overlay); void Scene_Loop_Set_Default(int loopId); void Scene_Loop_Start_Special(int sceneLoopMode, int loopId, bool immediately); void Outtake_Play(int id, int noLocalization = false, int container = -1); void 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); void Ambient_Sounds_Remove_Sound(int sfxId, bool stopPlaying); void 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); // Ambient_Sounds_Remove_Speech_Sound void Ambient_Sounds_Play_Sound(int sfxId, int volume, int panStart, int panEnd, int priority); void Ambient_Sounds_Play_Speech_Sound(int actorId, int sfxId, int volume, int panStart, int panEnd, int priority); void Ambient_Sounds_Remove_All_Non_Looping_Sounds(bool stopPlaying); void Ambient_Sounds_Add_Looping_Sound(int sfxId, int volume, int pan, int delay); void Ambient_Sounds_Adjust_Looping_Sound(int sfxId, int volume, int pan, int delay); void Ambient_Sounds_Remove_Looping_Sound(int sfxId, int delay); void Ambient_Sounds_Remove_All_Looping_Sounds(int delay); 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); bool Dialogue_Menu_Add_To_List_Never_Repeat_Once_Selected(int answer); bool DM_Add_To_List(int answer, int priorityPolite, int priorityNormal, int prioritySurly); bool DM_Add_To_List_Never_Repeat_Once_Selected(int answer, int priorityPolite, int priorityNormal, int prioritySurly); bool 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 setId, 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 coverWaypointId, int a2, int setId, int a4, float x, float y, float z); void Combat_Flee_Waypoint_Set_Data(int fleeWaypointId, int a2, int setId, 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, const int* instructions, bool isActive); int Police_Maze_Query_Score(); void Police_Maze_Zero_Score(); void Police_Maze_Increment_Score(int delta); void Police_Maze_Decrement_Score(int delta); void Police_Maze_Set_Score(int value); void Police_Maze_Set_Pause_State(bool state); void CDB_Set_Crime(int clueId, int crimeId); void CDB_Set_Clue_Asset_Type(int clueId, int assetType); void SDB_Set_Actor(int suspectId, int actorId); bool SDB_Add_Photo_Clue(int suspectId, int clueId, int shapeId); 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 destination, bool selectable); // Spinner_Query_Selectable_Destination_Flag(int destination); int Spinner_Interface_Choose_Dest(int loopId, bool immediately); void ESPER_Flag_To_Activate(); void Voight_Kampff_Activate(int actorId, int calibrationRatio); int Elevator_Activate(int elevatorId); void View_Score_Board(); int Query_Score(int a0); void Set_Score(int a0, int a1); void Give_McCoy_Ammo(int ammoType, int ammo); void Assign_Player_Gun_Hit_Sounds(int ammoType, int soundId1, int soundId2, int soundId3); void Assign_Player_Gun_Miss_Sounds(int ammoType, 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, bool 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); void ADQ_Wait_For_All_Queued_Dialogue(); 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 *name, int photoId, int shapeId); void 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); void KIA_Play_Actor_Dialogue(int actorId, int sentenceId); void KIA_Play_Slice_Model(int sliceModelId); void KIA_Play_Photograph(int photographId); void VK_Play_Speech_Line(int actorId, int sentenceId, float duration); void VK_Add_Question(int intensity, int sentenceId, int relatedSentenceId); void VK_Subject_Reacts(int intensity, int humanResponse, int replicantResponse, int anxiety); void VK_Eye_Animates(int loopId); }; } // End of namespace BladeRunner #endif