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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 "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 a7);
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);
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 animationId, int x, int y);
bool Item_Query_Visible(int itemId);
void Set_Subtitle_Text_On_Screen(Common::String displayText);
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
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