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|
/* 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 int GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) = 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(int a1) = 0;
virtual void FledCombat() = 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
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