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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;
class Script {
public:
BladeRunnerEngine *_vm;
int _inScriptCounter;
ScriptBase *_currentScript;
Script(BladeRunnerEngine *vm)
: _vm(vm),
_inScriptCounter(0),
_currentScript(nullptr)
{}
~Script();
bool open(const Common::String &name);
void InitializeScene();
void SceneLoaded();
void SceneFrameAdvanced(int frame);
};
class ScriptBase {
protected:
BladeRunnerEngine *_vm;
ScriptBase(BladeRunnerEngine *vm)
: _vm(vm)
{}
public:
virtual ~ScriptBase()
{}
virtual void InitializeScene() = 0;
virtual void SceneLoaded() = 0;
virtual void SceneFrameAdvanced(int frame) = 0;
protected:
void Game_Flag_Set(int flag);
void Game_Flag_Reset(int flag);
bool Game_Flag_Query(int flag);
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);
void Sound_Play(int id, int volume, int panFrom, int panTo, int priority);
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);
// Ambient_Sounds_Remove_Sound
// Ambient_Sounds_Add_Speech_Sound
// Ambient_Sounds_Remove_Speech_Sound
// Ambient_Sounds_Play_Sound
// 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);
// Ambient_Sounds_Adjust_Looping_Sound
// Ambient_Sounds_Remove_Looping_Sound
void Ambient_Sounds_Remove_All_Looping_Sounds(int time);
void Setup_Scene_Information(float actorX, float actorY, float actorZ, int actorFacing);
void Scene_Exit_Add_2D_Exit(int, int, int, int, int, int);
void Scene_2D_Region_Add(int, int, int, int, int);
void I_Sez(const char *str);
};
#define DECLARE_SCRIPT(name) \
class Script##name : public ScriptBase { \
public: \
Script##name(BladeRunnerEngine *vm) \
: ScriptBase(vm) \
{} \
void InitializeScene(); \
void SceneLoaded(); \
void SceneFrameAdvanced(int frame); \
};
DECLARE_SCRIPT(RC01)
#undef DECLARE_SCRIPT
} // End of namespace BladeRunner
#endif
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