aboutsummaryrefslogtreecommitdiff
path: root/engines/bladerunner/script/script.h
blob: 90266df764589a2d66407f50ffbbf42da09e21fb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
/* 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"

#include "bladerunner/bladerunner.h"
#include "bladerunner/game_constants.h"

namespace BladeRunner {

class BladeRunnerEngine;

class ScriptBase {
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 a2, int a3, int otherActorId, int a5, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, 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 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 distance, bool interruptible, bool run);
	bool Loop_Actor_Walk_To_Item(int actorId, int itemId, int destinationOffset, bool interruptible, bool run);
	bool Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int distance, bool interruptible, bool run);
	bool Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int destinationOffset, bool interruptible, bool run);
	bool Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int destinationOffset, bool interruptible, bool run, int a7);
	void Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int destinationOffset, bool run);
	void Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int destinationOffset, 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 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 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);
	// Ambient_Sounds_Play_Speech_Sound
	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 prioritySurly4);
	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 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 combatCoverId, int a2, int setId, int a4, float x, float y, float z);
	void Combat_Flee_Waypoint_Set_Data(int combatFleeWaypointId, 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, 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 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, 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 *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