1 /* ResidualVM - A 3D game interpreter
2 *
3 * ResidualVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the AUTHORS
5 * file distributed with this source distribution.
6 *
7 * Additional copyright for this file:
8 * Copyright (C) 1999-2000 Revolution Software Ltd.
9 * This code is based on source code created by Revolution Software,
10 * used with permission.
11 *
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
16 *
17 * This program is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 * GNU General Public License for more details.
21 *
22 * You should have received a copy of the GNU General Public License
23 * along with this program; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
25 *
26 */
27
28 #ifndef ICB_SESSION_H
29 #define ICB_SESSION_H
30
31 #include "engines/icb/p4_generic.h"
32 #include "engines/icb/object_structs.h"
33 #include "engines/icb/common/px_linkeddatafile.h"
34 #include "engines/icb/common/px_game_object.h"
35 #include "engines/icb/common/px_walkarea_integer.h"
36 #include "engines/icb/barriers.h"
37 #include "engines/icb/player.h"
38 #include "engines/icb/map_marker.h"
39 #include "engines/icb/prim_route_builder.h"
40 #include "engines/icb/speech.h"
41 #include "engines/icb/text_sprites.h"
42 #include "engines/icb/string_vest.h"
43 #include "engines/icb/set.h"
44
45 namespace ICB {
46
47 enum __chi_think_mode { __FOLLOWING = 1, __LOST = 2, __NOTHING = 3 };
48
49 enum __chi_do_mode {
50 __ROUTING,
51 __INTERACT_FOLLOW,
52 __PAUSING,
53 __ANIMATE_TO_THINK,
54 __ANIMATE_TO_FIGHT_HELP,
55 __TURN_RND,
56 __GET_WEAPON_OUT,
57 __THINKING,
58 __BUMBLING,
59 __CHASING,
60 __GO_CORD_GO,
61 __FIGHT_HELP,
62 __DISARM_TO_THINK,
63 __TURN_TO_FACE_OBJECT
64 };
65
66 enum __barrier_result {
67 __BLOCKED, // ran into a wall
68 __OK, // moved forward
69 __NUDGED,
70 __DODGED, // player hit mega
71 __CORRECTED // ran into wall but was at a shallow enough angle to be corrected
72 };
73
74 enum __alert { __ASTOOD, __ARUNNING, __AWALKING, __APUNCHING };
75
76 enum __rtype {
77 __FULL, // normal route - start and end boxes
78 __ENDB, // just end box
79 __STARTB, // just our box
80 __LASER // straight there - no barriers
81 };
82
83 #define MAX_extra_floors 12
84
85 class _floor_cam_list {
86 public:
87 uint32 num_extra_floors;
88 uint32 extra_floors[MAX_extra_floors];
89 };
90
91 #define MAX_player_history 10
92
93 typedef struct {
94 uint32 id; // of floor or object
95 PXreal first_x; // coords recorded as player walks onto floor - chi will route here first
96 PXreal first_z;
97 bool8 interaction; // is this item an interaction id or a floor number
98 uint8 padding1;
99 uint8 padding2;
100 uint8 padding3;
101 } _history;
102
103 #define HISTORY_RUBBER (30 * REAL_ONE)
104 #define MAX_local_history 3
105 #define TIME_to_next_local_history (1 * 12)
106 typedef struct {
107 PXreal x; // coords recorded as player walks around the floor
108 PXreal z;
109 } _local_history;
110
111 #define NO_CAMERA_CHOSEN 0xfffffffe
112
113 #define MAX_session_objects MAX_props // number of game objects allowed per session (and their structs)
114 // THIS MUST BE A MULTIPLE OF 4
115 // SEE BARRIERS.H FOR MASTER DEFINITION
116
117 // test lower figure
118 #define MAX_voxel_list 24
119
120 // how many individual walkareas
121 #define MAX_was 32
122
123 #define MAX_missing_objects 16
124 #define MAX_missing_object_name_length 32
125
126 #define MAX_auto_interact 20
127
128 // fn-new-apply-bullet
129 #define ALWAYS_HIT_DIST (300 * REAL_ONE)
130
131 #define MAX_conveyors 10
132
133 #define MAX_footstepFloors 32
134
135 typedef struct {
136 bool8 moving;
137 PXreal x, y, z;
138 PXreal x1, z1;
139 PXreal xm, zm;
140 uint8 pad1;
141 uint8 pad2;
142
143 } _conveyor;
144
145 #define MAX_lift_platforms 10
146 typedef struct {
147 uint32 id;
148 PXreal x, y, z;
149 PXreal x1, z1;
150
151 } _lift_platform;
152
153 #define MAX_stairs 32
154
155 typedef struct {
156 _route_barrier bar;
157 PXfloat pan, pan_ref, x, z;
158
159 uint8 units;
160 bool8 up;
161 uint8 stair_id;
162 bool8 is_stair;
163
164 bool8 live;
165 uint8 opposite_number; // as in stair id not object id
166 uint8 pad2;
167 uint8 pad3;
168
169 } _stair;
170
171 class _floor_world;
172 class _game_session {
173 public:
_game_session()174 _game_session(){};
175
176 void ___init(const char *mission, const char *new_session_name);
177 void ___destruct();
178
179 void Pre_initialise_objects();
180 void Init_objects();
181
182 void One_logic_cycle();
183 void Script_cycle();
184 void Pre_logic_event_check();
185 const char *Fetch_session_name();
186 const char *Fetch_h_session_name(); // file name of #mission//#session
187 const char *Fetch_session_h_name(); // file name of hash name of this session
188 const char *Fetch_session_cluster();
189 uint32 Fetch_session_cluster_hash();
190 void Initialise_set(const char *name, const char *cluster_name);
191
192 // Compute if mega's are on or off current camera and send events to them to say "ON_CAMERA" / "OFF_CAMERA"
193 void UpdateOnOffCamera();
194
195 inline PXcamera &GetCamera();
196 inline int32 SetOK();
197 inline void SetReset();
198
199 void Stage_draw();
200 void Stage_draw_poly();
201 void Display_mega_times();
202
203 void UpdateMegaFX();
204
205 void Rebuild_working_buffers();
206 void Render_3d_nicos();
207 void Show_lit_unlit_diagnostics();
208
209 int32 GetSelectedPropId();
210 void GetSelectedPropRGB(uint8 &r, uint8 &g, uint8 &b);
211 bool8 IsPropSelected(const char *propName);
212
213 int32 GetSelectedMegaId();
214 void GetSelectedMegaRGB(uint8 &r, uint8 &g, uint8 &b);
215
216 uint32 Fetch_number_of_props();
217 uint32 Fetch_number_of_objects();
218 _logic *Fetch_object_struct(uint32 id);
219 uint32 Fetch_cur_id();
220 uint32 Fetch_script_var();
221 _object_status Fetch_object_status(uint32 id);
222 void Set_object_status(uint32 id, _object_status val);
223 const char *Fetch_object_name(uint32 id);
224 void Force_context_check(uint32 id);
225 uint32 Fetch_named_objects_id(const char *name) const;
226 inline uint32 Fetch_object_integer_variable(const char *pcName, const char *pcVar) const;
227
228 uint32 Validate_prop_anim(const char *anim_name);
229
230 uint32 Fetch_prop_state(char *prop_name);
231 void Set_prop_state(char *name, uint32 value);
232
233 void Script_version_check();
234
235 bool8 Rig_test_mode();
236
237 void Custom_simple_animator();
238 void Custom_button_operated_door();
239 void Custom_auto_door();
240
241 void Reset_all_objects();
242
243 void Process_player_floor_status();
244
245 void Restart_player();
246
247 bool8 Engine_start_interaction(const char *script, uint32 id);
248
249 void Setup_prop_sleep_states();
250 void Awaken_doors();
251
252 // speech on psx
253
254 bool8 can_save, prev_save_state;
Set_can_save(bool8 stat)255 void Set_can_save(bool8 stat) {
256 can_save = stat;
257 }
Can_save()258 bool8 Can_save() {
259 return can_save;
260 }
261
262 mcodeFunctionReturnCodes fn_test(int32 &, int32 *);
263 mcodeFunctionReturnCodes fn_create_mega(int32 &, int32 *);
264 mcodeFunctionReturnCodes fn_prop_animate(int32 &, int32 *);
265 mcodeFunctionReturnCodes fn_set_voxel_image_path(int32 &, int32 *);
266 mcodeFunctionReturnCodes fn_set_xyz(int32 &, int32 *);
267 mcodeFunctionReturnCodes fn_set_pan(int32 &, int32 *);
268 mcodeFunctionReturnCodes fn_set_to_floor(int32 &, int32 *);
269 mcodeFunctionReturnCodes fn_init_from_nico_file(int32 &, int32 *);
270 mcodeFunctionReturnCodes fn_init_from_marker_file(int32 &, int32 *);
271 mcodeFunctionReturnCodes fn_shut_down_object(int32 &, int32 *);
272 mcodeFunctionReturnCodes fn_context_chosen_logic(int32 &, int32 *);
273 mcodeFunctionReturnCodes fn_pause(int32 &, int32 *);
274 mcodeFunctionReturnCodes fn_face_coord(int32 &, int32 *);
275 mcodeFunctionReturnCodes fn_face_object(int32 &, int32 *);
276 mcodeFunctionReturnCodes fn_play_generic_anim(int32 &, int32 *);
277 mcodeFunctionReturnCodes fn_play_custom_anim(int32 &, int32 *);
278 mcodeFunctionReturnCodes fn_start_player_interaction(int32 &, int32 *);
279 mcodeFunctionReturnCodes fn_custom_prop_interact(int32 &, int32 *);
280 mcodeFunctionReturnCodes fn_generic_prop_interact(int32 &, int32 *);
281 mcodeFunctionReturnCodes fn_set_player_can_interact(int32 &, int32 *);
282 mcodeFunctionReturnCodes fn_set_player_cannot_interact(int32 &, int32 *);
283 mcodeFunctionReturnCodes fn_register_for_event(int32 &, int32 *);
284 mcodeFunctionReturnCodes fn_unregister_for_event(int32 &, int32 *);
285 mcodeFunctionReturnCodes fn_post_event(int32 &, int32 *);
286 mcodeFunctionReturnCodes fn_call_socket(int32 &, int32 *);
287 mcodeFunctionReturnCodes fn_register_object_for_event(int32 &, int32 *);
288 mcodeFunctionReturnCodes fn_unregister_object_for_event(int32 &, int32 *);
289 mcodeFunctionReturnCodes fn_register_for_line_of_sight(int32 &, int32 *);
290 mcodeFunctionReturnCodes fn_unregister_for_line_of_sight(int32 &, int32 *);
291 mcodeFunctionReturnCodes fn_register_object_for_line_of_sight(int32 &, int32 *);
292 mcodeFunctionReturnCodes fn_unregister_object_for_line_of_sight(int32 &, int32 *);
293 mcodeFunctionReturnCodes fn_post_future_event(int32 &, int32 *);
294 mcodeFunctionReturnCodes fn_post_repeating_event(int32 &, int32 *);
295 mcodeFunctionReturnCodes fn_prop_set_to_first_frame(int32 &, int32 *);
296 mcodeFunctionReturnCodes fn_prop_set_to_last_frame(int32 &, int32 *);
297 mcodeFunctionReturnCodes fn_can_see(int32 &, int32 *);
298 mcodeFunctionReturnCodes fn_can_object_see(int32 &, int32 *);
299 mcodeFunctionReturnCodes fn_prop_near_a_mega(int32 &, int32 *);
300 mcodeFunctionReturnCodes socket_force_new_logic(int32 &, int32 *);
301 mcodeFunctionReturnCodes fn_set_weapon(int32 &, int32 *);
302 mcodeFunctionReturnCodes fn_request_speech(int32 &, int32 *);
303 mcodeFunctionReturnCodes fn_add_talker(int32 &, int32 *);
304 mcodeFunctionReturnCodes fn_issue_speech_request(int32 &, int32 *);
305 mcodeFunctionReturnCodes fn_confirm_requests(int32 &, int32 *);
306 mcodeFunctionReturnCodes fn_converse(int32 &, int32 *);
307 mcodeFunctionReturnCodes fn_anon_speech_invite(int32 &, int32 *);
308 mcodeFunctionReturnCodes fn_set_mega_field_of_view(int32 &, int32 *);
309 mcodeFunctionReturnCodes fn_apply_bullet(int32 &, int32 *);
310 mcodeFunctionReturnCodes fn_add_inventory_item(int32 &, int32 *);
311 mcodeFunctionReturnCodes fn_remove_inventory_item(int32 &, int32 *);
312 mcodeFunctionReturnCodes fn_initialise_inventory(int32 &, int32 *);
313 mcodeFunctionReturnCodes fn_is_carrying(int32 &, int32 *);
314 mcodeFunctionReturnCodes fn_reset_player(int32 &, int32 *);
315 mcodeFunctionReturnCodes fn_speak(int32 &, int32 *);
316 mcodeFunctionReturnCodes speak_object_face_object(int32 &, int32 *);
317 mcodeFunctionReturnCodes speak_play_generic_anim(int32 &, int32 *);
318 mcodeFunctionReturnCodes speak_wait_for_everyone(int32 &, int32 *);
319 mcodeFunctionReturnCodes fn_get_weapon(int32 &, int32 *);
320 mcodeFunctionReturnCodes fn_rig_test(int32 &, int32 *);
321 mcodeFunctionReturnCodes fn_item_held(int32 &, int32 *);
322 mcodeFunctionReturnCodes fn_is_holding(int32 &, int32 *);
323 mcodeFunctionReturnCodes fn_drop(int32 &, int32 *);
324 mcodeFunctionReturnCodes fn_set_to_last_frame_generic_anim(int32 &, int32 *);
325 mcodeFunctionReturnCodes fn_play_common_xa_music(int32 &, int32 *);
326 mcodeFunctionReturnCodes fn_pass_flag_to_engine(int32 &, int32 *);
327 mcodeFunctionReturnCodes fn_init_mega_from_nico(int32 &, int32 *);
328 mcodeFunctionReturnCodes fn_remora_is_active(int32 &, int32 *);
329 mcodeFunctionReturnCodes fn_easy_play_generic_anim(int32 &, int32 *);
330 mcodeFunctionReturnCodes fn_teleport(int32 &, int32 *);
331 mcodeFunctionReturnCodes fn_get_pan_from_nico(int32 &, int32 *);
332 mcodeFunctionReturnCodes fn_teleport_to_nico(int32 &, int32 *);
333 mcodeFunctionReturnCodes fn_are_we_on_this_floor(int32 &, int32 *);
334 mcodeFunctionReturnCodes fn_is_object_on_our_floor(int32 &, int32 *);
335 mcodeFunctionReturnCodes fn_is_object_on_screen(int32 &, int32 *);
336 mcodeFunctionReturnCodes fn_is_object_dead(int32 &, int32 *);
337 mcodeFunctionReturnCodes fn_set_custom(int32 &, int32 *);
338 mcodeFunctionReturnCodes fn_message(int32 &, int32 *);
339 mcodeFunctionReturnCodes fn_message_var(int32 &, int32 *);
340 mcodeFunctionReturnCodes fn_get_state_flag(int32 &, int32 *);
341 mcodeFunctionReturnCodes fn_clear_all_events(int32 &, int32 *);
342 mcodeFunctionReturnCodes fn_check_event_waiting(int32 &, int32 *);
343 mcodeFunctionReturnCodes fn_get_last_event_sender_id(int32 &, int32 *);
344 mcodeFunctionReturnCodes fn_near(int32 &, int32 *);
345 mcodeFunctionReturnCodes fn_easy_play_custom_anim(int32 &, int32 *);
346 mcodeFunctionReturnCodes fn_snap_face_object(int32 &, int32 *);
347 mcodeFunctionReturnCodes fn_teleport_z(int32 &, int32 *);
348 mcodeFunctionReturnCodes fn_on_screen(int32 &, int32 *);
349 mcodeFunctionReturnCodes fn_hold_if_off_screen(int32 &, int32 *);
350 mcodeFunctionReturnCodes fn_mega_interacts(int32 &, int32 *);
351 mcodeFunctionReturnCodes fn_restart_object(int32 &, int32 *);
352 mcodeFunctionReturnCodes fn_object_near_nico(int32 &, int32 *);
353 mcodeFunctionReturnCodes fn_remora_get_mode(int32 &, int32 *);
354 mcodeFunctionReturnCodes fn_remora_set_mode(int32 &, int32 *);
355 mcodeFunctionReturnCodes fn_teleport_y_to_id(int32 &, int32 *);
356 mcodeFunctionReturnCodes fn_call_socket_id(int32 &, int32 *);
357 mcodeFunctionReturnCodes fn_lift_process_list(int32 &, int32 *);
358 mcodeFunctionReturnCodes fn_add_object_name_to_list(int32 &, int32 *);
359 mcodeFunctionReturnCodes fn_add_object_id_to_list(int32 &, int32 *);
360 mcodeFunctionReturnCodes fn_post_named_event_to_object(int32 &, int32 *);
361 mcodeFunctionReturnCodes fn_route_to_nico(int32 &, int32 *);
362 mcodeFunctionReturnCodes fn_hold_while_list_near_nico(int32 &, int32 *);
363 mcodeFunctionReturnCodes fn_set_watch(int32 &, int32 *);
364 mcodeFunctionReturnCodes fn_get_persons_weapon(int32 &, int32 *);
365 mcodeFunctionReturnCodes fn_kill_me(int32 &, int32 *);
366 mcodeFunctionReturnCodes fn_kill_object(int32 &, int32 *);
367 mcodeFunctionReturnCodes fn_set_to_first_frame_custom_anim(int32 &, int32 *);
368 mcodeFunctionReturnCodes fn_set_to_last_frame_custom_anim(int32 &, int32 *);
369 mcodeFunctionReturnCodes fn_shut_down_event_processing(int32 &, int32 *);
370 mcodeFunctionReturnCodes fn_player(int32 &, int32 *);
371 mcodeFunctionReturnCodes fn_three_sixty_interact(int32 &, int32 *);
372 mcodeFunctionReturnCodes fn_route_to_marker(int32 &, int32 *);
373 mcodeFunctionReturnCodes fn_play_mission_xa_music(int32 &, int32 *);
374 mcodeFunctionReturnCodes fn_play_common_vag_music(int32 &, int32 *);
375 mcodeFunctionReturnCodes fn_play_mission_vag_music(int32 &, int32 *);
376 mcodeFunctionReturnCodes fn_near_list(int32 &, int32 *);
377 mcodeFunctionReturnCodes fn_get_list_result(int32 &, int32 *);
378 mcodeFunctionReturnCodes fn_event_check_last_sender(int32 &, int32 *);
379 mcodeFunctionReturnCodes fn_add_icon_to_icon_list(int32 &, int32 *);
380 mcodeFunctionReturnCodes fn_remove_icon_from_icon_list(int32 &, int32 *);
381 mcodeFunctionReturnCodes fn_remora_is_email_waiting(int32 &, int32 *);
382 mcodeFunctionReturnCodes fn_destroy_icon_list(int32 &, int32 *);
383 mcodeFunctionReturnCodes fn_remora_send_email(int32 &, int32 *);
384 mcodeFunctionReturnCodes fn_remora_menu_return(int32 &, int32 *);
385 mcodeFunctionReturnCodes fn_remora_picture(int32 &, int32 *);
386 mcodeFunctionReturnCodes fn_remora_clear_screen(int32 &, int32 *);
387 mcodeFunctionReturnCodes fn_new_apply_bullet(int32 &, int32 *);
388 mcodeFunctionReturnCodes fn_new_script(int32 &, int32 *);
389 mcodeFunctionReturnCodes fn_random(int32 &, int32 *);
390 mcodeFunctionReturnCodes fn_change_session(int32 &, int32 *);
391 mcodeFunctionReturnCodes fn_changed_sessions(int32 &, int32 *);
392 mcodeFunctionReturnCodes fn_remora_set_current_zoom(int32 &, int32 *);
393 mcodeFunctionReturnCodes speak_add_chooser_icon(int32 &, int32 *);
394 mcodeFunctionReturnCodes speak_user_chooser(int32 &, int32 *);
395 mcodeFunctionReturnCodes fn_is_there_interact_object(int32 &, int32 *);
396 mcodeFunctionReturnCodes fn_get_interact_object_id(int32 &, int32 *);
397 mcodeFunctionReturnCodes fn_is_object_interact_object(int32 &, int32 *);
398 mcodeFunctionReturnCodes speak_chosen(int32 &, int32 *);
399 mcodeFunctionReturnCodes fn_remora_add_icon(int32 &, int32 *);
400 mcodeFunctionReturnCodes fn_remora_remove_icon(int32 &, int32 *);
401 mcodeFunctionReturnCodes fn_remora_reset_icon_list(int32 &, int32 *);
402 mcodeFunctionReturnCodes fn_remora_choose(int32 &, int32 *);
403 mcodeFunctionReturnCodes fn_simple_chi(int32 &, int32 *);
404 mcodeFunctionReturnCodes fn_chi(int32 &, int32 *);
405 mcodeFunctionReturnCodes speak_menu_still_active(int32 &, int32 *);
406 mcodeFunctionReturnCodes speak_menu_choices_remain(int32 &, int32 *);
407 mcodeFunctionReturnCodes speak_close_menu(int32 &, int32 *);
408 mcodeFunctionReturnCodes speak_new_menu(int32 &, int32 *);
409 mcodeFunctionReturnCodes speak_end_conversation(int32 &, int32 *);
410 mcodeFunctionReturnCodes speak_end_menu(int32 &, int32 *);
411 mcodeFunctionReturnCodes speak_add_special_chooser_icon(int32 &, int32 *);
412 mcodeFunctionReturnCodes fn_floor_and_floor_camera_linked(int32 &, int32 *);
413 mcodeFunctionReturnCodes fn_is_object_adjacent(int32 &, int32 *);
414 mcodeFunctionReturnCodes fn_is_object_on_this_floor(int32 &, int32 *);
415 mcodeFunctionReturnCodes fn_get_objects_lvar_value(int32 &, int32 *);
416 mcodeFunctionReturnCodes fn_mega_generic_interact(int32 &, int32 *);
417 mcodeFunctionReturnCodes fn_set_objects_lvar_value(int32 &, int32 *);
418 mcodeFunctionReturnCodes fn_is_registered_for_event(int32 &, int32 *);
419 mcodeFunctionReturnCodes fn_is_object_registered_for_event(int32 &, int32 *);
420 mcodeFunctionReturnCodes fn_set_object_sight_range(int32 &, int32 *);
421 mcodeFunctionReturnCodes fn_set_object_sight_height(int32 &, int32 *);
422 mcodeFunctionReturnCodes fn_switch_on_the_really_neat_and_special_script_debugging_facility(int32 &, int32 *);
423 mcodeFunctionReturnCodes fn_switch_off_the_really_neat_and_special_script_debugging_facility(int32 &, int32 *);
424 mcodeFunctionReturnCodes fn_sound_heard_this(int32 &, int32 *);
425 mcodeFunctionReturnCodes fn_can_see_in_dark(int32 &, int32 *);
426 mcodeFunctionReturnCodes fn_mega_never_in_shadow(int32 &, int32 *);
427 mcodeFunctionReturnCodes fn_remora_new_menu_on_icon(int32 &, int32 *);
428 mcodeFunctionReturnCodes fn_remora_new_menu(int32 &, int32 *);
429 mcodeFunctionReturnCodes fn_no_logic(int32 &, int32 *);
430 mcodeFunctionReturnCodes fn_gosub(int32 &, int32 *);
431 mcodeFunctionReturnCodes fn_set_custom_simple_animator(int32 &, int32 *);
432 mcodeFunctionReturnCodes fn_tiny_route(int32 &, int32 *);
433 mcodeFunctionReturnCodes fn_sharp_route(int32 &, int32 *);
434 mcodeFunctionReturnCodes fn_set_custom_button_operated_door(int32 &, int32 *);
435 mcodeFunctionReturnCodes fn_test_prop_anim(int32 &, int32 *);
436 mcodeFunctionReturnCodes fn_lift2_process(int32 &, int32 *);
437 mcodeFunctionReturnCodes fn_post_named_event_to_object_id(int32 &, int32 *);
438 mcodeFunctionReturnCodes fn_set_custom_auto_door(int32 &, int32 *);
439 mcodeFunctionReturnCodes fn_switch_to_manual_camera(int32 &, int32 *);
440 mcodeFunctionReturnCodes fn_cancel_manual_camera(int32 &, int32 *);
441 mcodeFunctionReturnCodes fn_carrying_how_many(int32 &, int32 *);
442 mcodeFunctionReturnCodes fn_preload_custom_mega_anim(int32 &, int32 *);
443 mcodeFunctionReturnCodes fn_remora_wait_on_icon(int32 &, int32 *);
444 mcodeFunctionReturnCodes fn_reverse_generic_anim(int32 &, int32 *);
445 mcodeFunctionReturnCodes fn_register_for_auto_interaction(int32 &, int32 *);
446 mcodeFunctionReturnCodes fn_sound_set_hearing_sensitivity(int32 &, int32 *);
447 mcodeFunctionReturnCodes fn_suspend_events(int32 &, int32 *);
448 mcodeFunctionReturnCodes fn_unsuspend_events(int32 &, int32 *);
449 mcodeFunctionReturnCodes fn_sound_heard_something(int32 &, int32 *);
450 mcodeFunctionReturnCodes fn_prime_player_history(int32 &, int32 *);
451 mcodeFunctionReturnCodes fn_start_chi_following(int32 &, int32 *);
452 mcodeFunctionReturnCodes fn_inherit_prop_anim_height(int32 &, int32 *);
453 mcodeFunctionReturnCodes fn_record_player_interaction(int32 &, int32 *);
454 mcodeFunctionReturnCodes fn_mega_use_lift(int32 &, int32 *);
455 mcodeFunctionReturnCodes fn_snap_to_nico_y(int32 &, int32 *);
456 mcodeFunctionReturnCodes fn_inherit_prop_anim_height_id(int32 &, int32 *);
457 mcodeFunctionReturnCodes fn_route_to_custom_prop_interact(int32 &, int32 *);
458 mcodeFunctionReturnCodes fn_route_to_generic_prop_interact(int32 &, int32 *);
459 mcodeFunctionReturnCodes fn_fetch_chi_mode(int32 &, int32 *);
460 mcodeFunctionReturnCodes fn_lib_lift_chord_and_chi(int32 &, int32 *);
461 mcodeFunctionReturnCodes fn_set_interacting(int32 &, int32 *);
462 mcodeFunctionReturnCodes fn_clear_interacting(int32 &, int32 *);
463 mcodeFunctionReturnCodes fn_remora_emp_flash(int32 &, int32 *);
464 mcodeFunctionReturnCodes fn_remora_mark_email_read(int32 &, int32 *);
465 mcodeFunctionReturnCodes fn_do_not_disturb(int32 &, int32 *);
466 mcodeFunctionReturnCodes fn_remora_check_email_id(int32 &, int32 *);
467 mcodeFunctionReturnCodes fn_remora_set_map_knowledge_level(int32 &, int32 *);
468 mcodeFunctionReturnCodes fn_remora_fix_motion_scan_xz(int32 &, int32 *);
469 mcodeFunctionReturnCodes fn_remora_update_player(int32 &, int32 *);
470 mcodeFunctionReturnCodes fn_remora_script_activate(int32 &, int32 *);
471 mcodeFunctionReturnCodes fn_remora_script_deactivate(int32 &, int32 *);
472 mcodeFunctionReturnCodes fn_line_of_sight_suspend(int32 &, int32 *);
473 mcodeFunctionReturnCodes fn_line_of_sight_unsuspend(int32 &, int32 *);
474 mcodeFunctionReturnCodes fn_check_for_nico(int32 &, int32 *);
475 mcodeFunctionReturnCodes fn_sony_door_interact(int32 &, int32 *);
476 mcodeFunctionReturnCodes fn_apply_anim_y(int32 &, int32 *);
477 mcodeFunctionReturnCodes fn_remora_default_logic(int32 &, int32 *);
478 mcodeFunctionReturnCodes fn_line_of_sight_now(int32 &, int32 *);
479 mcodeFunctionReturnCodes fn_play_sfx(int32 &, int32 *);
480 mcodeFunctionReturnCodes fn_stop_sfx(int32 &, int32 *);
481 mcodeFunctionReturnCodes fn_set_to_first_frame_generic_anim(int32 &, int32 *);
482 mcodeFunctionReturnCodes fn_easy_play_generic_anim_with_pan(int32 &, int32 *);
483 mcodeFunctionReturnCodes speak_play_custom_anim(int32 &, int32 *);
484 mcodeFunctionReturnCodes speak_set_custom(int32 &, int32 *);
485 mcodeFunctionReturnCodes fn_check_for_chi(int32 &, int32 *);
486 mcodeFunctionReturnCodes fn_wait_for_chi(int32 &, int32 *);
487 mcodeFunctionReturnCodes fn_send_chi_to_this_object(int32 &, int32 *);
488 mcodeFunctionReturnCodes fn_set_ids_lvar_value(int32 &, int32 *);
489 mcodeFunctionReturnCodes fn_teleport_to_nico_y(int32 &, int32 *);
490 mcodeFunctionReturnCodes fn_is_id_the_player(int32 &, int32 *);
491 mcodeFunctionReturnCodes fn_set_to_exlusive_coords(int32 &, int32 *);
492 mcodeFunctionReturnCodes fn_chi_wait_for_player_to_move(int32 &, int32 *);
493 mcodeFunctionReturnCodes fn_set_evil(int32 &, int32 *);
494 mcodeFunctionReturnCodes fn_remora_menu_return_on_icon(int32 &, int32 *);
495 mcodeFunctionReturnCodes fn_remora_mega_says(int32 &, int32 *);
496 mcodeFunctionReturnCodes fn_changed_via_this_shaft(int32 &, int32 *);
497 mcodeFunctionReturnCodes fn_get_objects_x(int32 &, int32 *);
498 mcodeFunctionReturnCodes fn_get_objects_y(int32 &, int32 *);
499 mcodeFunctionReturnCodes fn_get_objects_z(int32 &, int32 *);
500 mcodeFunctionReturnCodes fn_set_cad_lock_status(int32 &, int32 *);
501 mcodeFunctionReturnCodes fn_are_we_on_screen(int32 &, int32 *);
502 mcodeFunctionReturnCodes fn_reset_icon_list(int32 &, int32 *);
503 mcodeFunctionReturnCodes fn_get_speech_status(int32 &, int32 *);
504 mcodeFunctionReturnCodes fn_interact_choose(int32 &, int32 *);
505 mcodeFunctionReturnCodes fn_is_mega_within_area(int32 &, int32 *);
506 mcodeFunctionReturnCodes fn_get_cad_state_flag(int32 &, int32 *);
507 mcodeFunctionReturnCodes fn_end_mission(int32 &, int32 *);
508 mcodeFunctionReturnCodes fn_remora_set_max_zoom(int32 &, int32 *);
509 mcodeFunctionReturnCodes fn_remora_set_min_zoom(int32 &, int32 *);
510 mcodeFunctionReturnCodes fn_route_to_near_mega(int32 &, int32 *);
511 mcodeFunctionReturnCodes fn_stop_chi_following(int32 &, int32 *);
512 mcodeFunctionReturnCodes fn_set_pose(int32 &, int32 *);
513 mcodeFunctionReturnCodes fn_is_crouching(int32 &, int32 *);
514 mcodeFunctionReturnCodes fn_is_armed(int32 &, int32 *);
515 mcodeFunctionReturnCodes fn_push_player_status(int32 &, int32 *);
516 mcodeFunctionReturnCodes fn_pop_player_status(int32 &, int32 *);
517 mcodeFunctionReturnCodes fn_post_third_party_speech(int32 &, int32 *);
518 mcodeFunctionReturnCodes fn_fast_face_object(int32 &, int32 *);
519 mcodeFunctionReturnCodes fn_remora_paragraph_text(int32 &, int32 *);
520 mcodeFunctionReturnCodes fn_remora_main_heading(int32 &, int32 *);
521 mcodeFunctionReturnCodes fn_remora_sub_heading(int32 &, int32 *);
522 mcodeFunctionReturnCodes fn_remora_option_text(int32 &, int32 *);
523 mcodeFunctionReturnCodes fn_remora_warning_text(int32 &, int32 *);
524 mcodeFunctionReturnCodes fn_object_rerun_logic_context(int32 &, int32 *);
525 mcodeFunctionReturnCodes fn_interact_near_mega(int32 &, int32 *);
526 mcodeFunctionReturnCodes fn_am_i_player(int32 &, int32 *);
527 mcodeFunctionReturnCodes fn_set_shoot_overide(int32 &, int32 *);
528 mcodeFunctionReturnCodes fn_set_strike_overide(int32 &, int32 *);
529 mcodeFunctionReturnCodes fn_start_conveyor(int32 &, int32 *);
530 mcodeFunctionReturnCodes fn_stop_conveyor(int32 &, int32 *);
531 mcodeFunctionReturnCodes fn_interact_with_id(int32 &, int32 *);
532 mcodeFunctionReturnCodes fn_face_nicos_pan(int32 &, int32 *);
533 mcodeFunctionReturnCodes fn_unregister_for_auto_interaction(int32 &, int32 *);
534 mcodeFunctionReturnCodes fn_register_chi(int32 &, int32 *);
535 mcodeFunctionReturnCodes fn_add_y(int32 &, int32 *);
536 mcodeFunctionReturnCodes fn_register_stairway(int32 &, int32 *);
537 mcodeFunctionReturnCodes fn_play_sfx_xyz(int32 &, int32 *);
538 mcodeFunctionReturnCodes fn_reverse_custom_anim(int32 &, int32 *);
539 mcodeFunctionReturnCodes fn_trace(int32 &, int32 *);
540 mcodeFunctionReturnCodes fn_PLEASE_REUSE_THIS_SLOT_2(int32 &, int32 *);
541 mcodeFunctionReturnCodes fn_PLEASE_REUSE_THIS_SLOT_3(int32 &, int32 *);
542 mcodeFunctionReturnCodes fn_set_player_has_weapon(int32 &, int32 *);
543 mcodeFunctionReturnCodes fn_align_with_floor(int32 &, int32 *);
544 mcodeFunctionReturnCodes fn_sound_new_entry(int32 &, int32 *);
545 mcodeFunctionReturnCodes fn_sound_remove_entry(int32 &, int32 *);
546 mcodeFunctionReturnCodes fn_sound_simulate(int32 &, int32 *);
547 mcodeFunctionReturnCodes fn_set_object_type(int32 &, int32 *);
548 mcodeFunctionReturnCodes fn_register_ladder(int32 &, int32 *);
549 mcodeFunctionReturnCodes fn_play_movie(int32 &, int32 *);
550 mcodeFunctionReturnCodes fn_is_an_object_crouching(int32 &, int32 *);
551 mcodeFunctionReturnCodes fn_play_sfx_offset(int32 &, int32 *);
552 mcodeFunctionReturnCodes fn_play_sfx_time(int32 &, int32 *);
553 mcodeFunctionReturnCodes fn_add_medipacks(int32 &, int32 *);
554 mcodeFunctionReturnCodes fn_use_medipacks(int32 &, int32 *);
555 mcodeFunctionReturnCodes fn_add_ammo_clips(int32 &, int32 *);
556 mcodeFunctionReturnCodes fn_use_ammo_clips(int32 &, int32 *);
557 mcodeFunctionReturnCodes fn_load_players_gun(int32 &, int32 *);
558 mcodeFunctionReturnCodes fn_flash_health(int32 &, int32 *);
559 mcodeFunctionReturnCodes fn_sound_get_x(int32 &, int32 *);
560 mcodeFunctionReturnCodes fn_sound_get_z(int32 &, int32 *);
561 mcodeFunctionReturnCodes fn_set_player_pose(int32 &, int32 *);
562 mcodeFunctionReturnCodes fn_kill_conversations(int32 &, int32 *);
563 mcodeFunctionReturnCodes fn_is_player_running(int32 &, int32 *);
564 mcodeFunctionReturnCodes fn_is_player_walking(int32 &, int32 *);
565 mcodeFunctionReturnCodes fn_set_anim_speed(int32 &, int32 *);
566 mcodeFunctionReturnCodes fn_push_coords(int32 &, int32 *);
567 mcodeFunctionReturnCodes fn_pop_coords(int32 &, int32 *);
568 mcodeFunctionReturnCodes fn_fast_face_coord(int32 &, int32 *);
569 mcodeFunctionReturnCodes fn_sound_fast_face(int32 &, int32 *);
570 mcodeFunctionReturnCodes fn_remora_add_floor_range(int32 &, int32 *);
571 mcodeFunctionReturnCodes fn_remora_reset_floor_ranges(int32 &, int32 *);
572 mcodeFunctionReturnCodes fn_send_chi_to_named_object(int32 &, int32 *);
573 mcodeFunctionReturnCodes fx_narrow_screen(int32 &, int32 *);
574 mcodeFunctionReturnCodes fn_sound_route_to_near(int32 &, int32 *);
575 mcodeFunctionReturnCodes fn_sound_suspend(int32 &, int32 *);
576 mcodeFunctionReturnCodes fn_sound_unsuspend(int32 &, int32 *);
577 mcodeFunctionReturnCodes fn_wandering_custom_prop_interact(int32 &, int32 *);
578 mcodeFunctionReturnCodes fn_wandering_generic_prop_interact(int32 &, int32 *);
579 mcodeFunctionReturnCodes fn_set_texture(int32 &, int32 *);
580 mcodeFunctionReturnCodes fn_set_palette(int32 &, int32 *);
581 mcodeFunctionReturnCodes fn_restart_gamescript(int32 &, int32 *);
582 mcodeFunctionReturnCodes fn_quick_restart(int32 &, int32 *);
583 mcodeFunctionReturnCodes fx_generic_fade(int32 &, int32 *);
584 mcodeFunctionReturnCodes fn_speech_colour(int32 &, int32 *);
585 mcodeFunctionReturnCodes fn_is_current_camera(int32 &, int32 *);
586 mcodeFunctionReturnCodes fn_is_mega_near_mega(int32 &, int32 *);
587 mcodeFunctionReturnCodes fn_easy_play_custom_anim_with_pan(int32 &, int32 *);
588 mcodeFunctionReturnCodes fn_make_remora_beep(int32 &, int32 *);
589 mcodeFunctionReturnCodes fn_shadows_on(int32 &, int32 *);
590 mcodeFunctionReturnCodes fn_shadows_off(int32 &, int32 *);
591 mcodeFunctionReturnCodes fn_set_neck_bone(int32 &, int32 *);
592 mcodeFunctionReturnCodes fn_set_neck_vector(int32 &, int32 *);
593 mcodeFunctionReturnCodes speak_set_neck_vector(int32 &, int32 *);
594 mcodeFunctionReturnCodes fn_simple_look(int32 &, int32 *);
595 mcodeFunctionReturnCodes speak_simple_look(int32 &, int32 *);
596 mcodeFunctionReturnCodes fn_panless_teleport_to_nico(int32 &, int32 *);
597 mcodeFunctionReturnCodes fn_can_mega_see_dead_megas(int32 &, int32 *);
598 mcodeFunctionReturnCodes fn_breath(int32 &, int32 *);
599 mcodeFunctionReturnCodes fn_set_dynamic_light(int32 &, int32 *);
600 mcodeFunctionReturnCodes speak_set_dynamic_light(int32 &, int32 *);
601 mcodeFunctionReturnCodes fn_sharp_route_to_near_mega(int32 &, int32 *);
602 mcodeFunctionReturnCodes fn_spectre_route_to_mega(int32 &, int32 *);
603 mcodeFunctionReturnCodes fn_set_shade_percentage(int32 &, int32 *);
604 mcodeFunctionReturnCodes fn_can_hear_players_feet(int32 &, int32 *);
605 mcodeFunctionReturnCodes fn_is_player_striking(int32 &, int32 *);
606 mcodeFunctionReturnCodes fn_has_mega_our_height(int32 &, int32 *);
607 mcodeFunctionReturnCodes fn_chi_heard_gunshot(int32 &, int32 *);
608 mcodeFunctionReturnCodes fn_prime_custom_anim(int32 &, int32 *);
609 mcodeFunctionReturnCodes fn_preload_basics(int32 &, int32 *);
610 mcodeFunctionReturnCodes fn_play_sfx_special(int32 &, int32 *);
611 mcodeFunctionReturnCodes fn_set_default_footstep_sfx(int32 &, int32 *);
612 mcodeFunctionReturnCodes fn_set_floor_footstep_sfx(int32 &, int32 *);
613 mcodeFunctionReturnCodes fn_set_footstep_weight(int32 &, int32 *);
614 mcodeFunctionReturnCodes fn_set_special_footstep(int32 &, int32 *);
615 mcodeFunctionReturnCodes speak_reverse_custom_anim(int32 &, int32 *);
616 mcodeFunctionReturnCodes speak_preload_custom_anim(int32 &, int32 *);
617 mcodeFunctionReturnCodes fn_register_platform_coords(int32 &, int32 *);
618 mcodeFunctionReturnCodes fn_remora_progress_bar(int32 &, int32 *);
619 mcodeFunctionReturnCodes fn_play_sfx_offset_time(int32 &, int32 *);
620 mcodeFunctionReturnCodes fn_activate_stair_or_ladder(int32 &, int32 *);
621 mcodeFunctionReturnCodes fn_deactivate_stair_or_ladder(int32 &, int32 *);
622 mcodeFunctionReturnCodes fn_set_half_character_width(int32 &, int32 *);
623 mcodeFunctionReturnCodes fn_set_interact_look_height(int32 &, int32 *);
624 mcodeFunctionReturnCodes fn_swordfight(int32 &, int32 *);
625 mcodeFunctionReturnCodes fn_set_visible(int32 &, int32 *);
626 mcodeFunctionReturnCodes fn_set_object_visible(int32 &, int32 *);
627 mcodeFunctionReturnCodes fn_calibrate_chi(int32 &, int32 *);
628 mcodeFunctionReturnCodes fn_set_to_dead(int32 &, int32 *);
629 mcodeFunctionReturnCodes fn_sound_link_floors(int32 &, int32 *);
630 mcodeFunctionReturnCodes fn_remora_blank_line(int32 &, int32 *);
631 mcodeFunctionReturnCodes fn_set_voice_over_colour(int32 &, int32 *);
632 mcodeFunctionReturnCodes fn_default_voice_over_colour(int32 &, int32 *);
633 mcodeFunctionReturnCodes fn_set_camera_hold(int32 &, int32 *);
634 mcodeFunctionReturnCodes fn_set_mega_wait_for_player(int32 &, int32 *);
635 mcodeFunctionReturnCodes fn_set_mega_off_camera_hold(int32 &, int32 *);
636 mcodeFunctionReturnCodes fn_set_mega_slice_hold(int32 &, int32 *);
637 mcodeFunctionReturnCodes fn_set_mesh(int32 &, int32 *);
638 mcodeFunctionReturnCodes fn_sync_with_mega(int32 &, int32 *);
639 mcodeFunctionReturnCodes fn_laser_route(int32 &, int32 *);
640 mcodeFunctionReturnCodes fn_prop_crouch_interact(int32 &, int32 *);
641 mcodeFunctionReturnCodes fn_preload_sting(int32 &, int32 *);
642 mcodeFunctionReturnCodes fn_play_sting(int32 &, int32 *);
643 mcodeFunctionReturnCodes fn_stop_sting(int32 &, int32 *);
644 mcodeFunctionReturnCodes fn_set_sleep(int32 &, int32 *);
645
646 mcodeFunctionReturnCodes speak_allocate_music(int32 &, int32 *);
647 mcodeFunctionReturnCodes speak_preload_music(int32 &, int32 *);
648 mcodeFunctionReturnCodes speak_play_music(int32 &, int32 *);
649 mcodeFunctionReturnCodes speak_stop_music(int32 &, int32 *);
650 mcodeFunctionReturnCodes speak_end_music(int32 &, int32 *);
651
652 mcodeFunctionReturnCodes fn_set_sfx(int32 &, int32 *);
653 mcodeFunctionReturnCodes fn_wait_for_button(int32 &, int32 *);
654 mcodeFunctionReturnCodes fn_set_as_player(int32 &, int32 *);
655
656 mcodeFunctionReturnCodes fn_lock_y(int32 &, int32 *);
657 mcodeFunctionReturnCodes fn_unlock_y(int32 &, int32 *);
658 mcodeFunctionReturnCodes fn_is_current_location(int32 &, int32 *);
659 mcodeFunctionReturnCodes fn_flip_pan(int32 &, int32 *);
660 mcodeFunctionReturnCodes fn_snap_to_ladder_bottom(int32 &, int32 *);
661 mcodeFunctionReturnCodes fn_snap_to_ladder_top(int32 &, int32 *);
662
663 mcodeFunctionReturnCodes fn_set_feet_to_pan(int32 &, int32 *);
664 mcodeFunctionReturnCodes fn_room_route(int32 &, int32 *);
665 mcodeFunctionReturnCodes fn_hard_load_generic_anim(int32 &, int32 *);
666 mcodeFunctionReturnCodes fn_hard_load_custom_anim(int32 &, int32 *);
667
668 mcodeFunctionReturnCodes fn_face_camera(int32 &, int32 *);
669
670 mcodeFunctionReturnCodes fn_activate_sparkle(int32 &, int32 *);
671 mcodeFunctionReturnCodes fn_deactivate_sparkle(int32 &, int32 *);
672
673 void Set_script(const char *script_name);
674 void Context_check(uint32 script_name);
675 void Shut_down_object();
676 void Shut_down_object(const char *ascii);
677 bool8 Console_shut_down_object(const char *name);
678 void Console_shut_down_all_objects();
679 void Console_shut_down_all_mega_objects();
680 bool8 Free_object(const char *name);
681 void Shut_down_id(uint32 id);
682 void Set_objects_conversation_uid(uint32 id, uint32 uid);
683 uint32 Return_objects_conversation_uid(uint32 id);
684 void List_session_mega_objects();
685
686 bool8 Call_socket(uint32 id, const char *script, int32 *retval);
687 uint32 socket_id;
688 c_game_object *socket_object;
689
690 void Create_initial_route(__rtype type);
691
692 bool8 Process_route();
693 void Reset_route_manager();
694 uint32 Animate_points(_route_description *route); // the mega character route animator
695 void Calc_dist_and_pan(PXreal x, PXreal z, _route_description *route);
696
697 void Calc_dist_and_target_pan(PXreal x, PXreal z, _route_description *route);
698 bool8 Calc_target_pan(PXreal x, PXreal z, PXreal x2, PXreal z2);
699 bool8 Calc_target_pan_no_bones(PXreal x, PXreal z, PXreal x2, PXreal z2);
700
701 void Animate_turn_to_pan(__mega_set_names anim_type, uint32 speedup);
702
703 void Advance_auto_pan();
704
705 bool8 Is_route_required(PXreal startx, PXreal startz, PXreal destx, PXreal destz);
706
707 bool8 Setup_route(int32 &result, int32 corex, int32 corez, int32 runs, __rtype type, int32 end_on_stand);
708 _route_description *Fetch_route_desc(uint32 id);
709
710 // primitive line router service object
711 _prim_route_builder troute;
712
713 mcodeFunctionReturnCodes Route_to_near_mega_core(const char *name, int32 run, int32 initial_turn, uint32 dist, int32 walk_to_run, int32 &result);
714
715 void Start_new_router_game_cycle();
716 void Set_router_busy();
717 bool8 Is_router_busy();
718 bool8 router_busy;
719
720 char speech_conv_name[ENGINE_STRING_LEN];
721
722 __conversation speech_info[1];
723
724 uint32 total_convs;
725
726 uint32 conv_focus; // which conversation has the view/listen focus
727
728 uint32 conv; // number of currently processed conversation
729
730 text_sprite *text_bloc; // render bloc for remora speech
731 text_sprite *text_speech_bloc;
732
733 #define S speech_info[0]
734 #define CONV_ID 0
735
736 uint32 menu_number;
737 uint32 no_click_zone; // cant click past text until this reaches a certain number
738
739 // The object ID of the currently highlighted prop
740 int32 selected_prop_id;
741 // The object ID of the currently highlighted mega
742 int32 selected_mega_id;
743
744 void Service_speech();
745 void End_conversation(uint32 uid);
746 void Exit_speech(uint32 id);
747 void Render_speech(text_sprite *bloc);
748
749 void Format_remora_text(const char *pcText, int32 nLineSpacing, int32 nCharSpacing, uint32 nMaxWidth);
750 void Create_remora_text(uint32 x, uint32 y, const char *ascii,
751 int32 margin, _pin_position pin_pos, int32 lineSpacing, int32 charSpacing,
752 uint32 maxWidth,
753 bool8 analysisAlreadyDone = FALSE8,
754 int32 stopAtLine = -1);
755 void Kill_remora_text();
756
757 uint32 Fetch_no_barriers();
758
759 uint32 Fetch_no_megas_barriers();
760 uint32 Fetch_no_megas_nudge_barriers();
761
762 uint32 Fetch_megas_barrier_number(uint32 barrier);
763 uint32 Fetch_megas_nudge_barrier_number(uint32 barrier);
764
765 uint32 External_fetch_no_megas_barriers(uint32 id);
766 uint32 External_fetch_no_megas_nudge_barriers(uint32 id);
767 uint32 External_fetch_no_megas_anim_barriers(uint32 id);
768 uint32 External_fetch_megas_barrier(uint32 id, uint32 barrier);
769 uint32 External_fetch_megas_nudge_barrier(uint32 id, uint32 barrier);
770
771 PXfloat adjusted_pan;
772 bool8 made_adjust;
773 PXfloat normalAngle;
774 __barrier_result Check_barrier_bump_and_bounce(PXreal newx, PXreal newy, PXreal newz, PXreal oldx, PXreal oldy, PXreal oldz, bool8 player);
775
776 __barrier_result Check_this_barrier(_route_barrier *bar, PXreal newx, PXreal newz, PXreal oldx, PXreal oldz, PXreal bar_close, int32 *ignore);
777
778 void Prepare_megas_route_barriers(bool8 player);
779 void Prepare_megas_abarriers(uint32 slice_number, uint32 parent_number);
780 void Fetch_mega_barriers_for_player();
781
782 // animation
783 bool8 Advance_frame_and_motion(__mega_set_names anim_type, bool8 player, uint8 nFrames);
784 __barrier_result Core_advance(__mega_set_names anim_type, bool8 player, uint8 nFrames);
785 bool8 Easy_frame_and_motion(__mega_set_names anim_type, bool8 player, uint8 nFrames);
786 bool8 Easy_frame_motion_and_pan(__mega_set_names anim_type, bool8 player);
787 bool8 Reverse_frame_and_motion(__mega_set_names anim_type, bool8 player, uint8 nFrames);
788 __barrier_result Core_reverse(__mega_set_names anim_type, bool8 player, uint8 nFrames);
789
790 void Normalise_anim_pc();
791
792 void Soft_start_with_single_link(__mega_set_names link_anim, __mega_set_names next_anim);
793 void Soft_start_with_double_link(__mega_set_names link_one, __mega_set_names link_two, __mega_set_names next_anim);
794 void Soft_start_single_anim(__mega_set_names next_anim);
795 int32 Soften_up_anim_file(__mega_set_names link, int32 diff);
796
797 void Hard_start_single_anim(__mega_set_names next_anim);
798 bool8 Play_anim();
799 bool8 Play_reverse_anim();
800 bool8 Play_anim_with_no_movement();
801 bool8 fast_face_object(uint32 id, uint32 speed);
802 bool8 Need_to_turn_to_face_object(uint32 id);
803 bool8 fast_face_rnd(uint32 speed);
804
805 bool8 Find_interact_marker_in_anim(__mega_set_names anim, PXreal *xoff, PXreal *zoff);
806 bool8 Compute_target_interaction_coordinate(__mega_set_names anim, PXreal *destx, PXreal *destz);
807
808 void Set_pose(__weapon weapon);
809 void Set_motion(__motion motion);
810 __motion Get_motion();
811 void Change_pose_in_current_anim_set();
812
813 bool8 Start_generic_ascii_anim(const char *ascii_name);
814 __mega_set_names Fetch_generic_anim_from_ascii(const char *ascii_name);
815
816 bool8 Fetch_cur_megas_armed_status();
817 __weapon Fetch_cur_megas_pose();
818 bool8 Fetch_custom();
819 void Reset_cur_megas_custom_type();
820 const char *Fetch_cur_megas_custom_text();
821 uint32 Fetch_last_frame(__mega_set_names anim);
822
823 bool8 speech_face_object(uint32 tar_id);
824
825 mcodeFunctionReturnCodes Core_prop_interact(int32 &result, int32 *params, bool8 custom, bool8 coord_correction);
826
Fetch_number_of_megas()827 uint32 Fetch_number_of_megas() const {
828 return (number_of_voxel_ids);
829 }
Fetch_voxel_object_id(uint32 i)830 uint32 Fetch_voxel_object_id(uint32 i) const {
831 return (voxel_id_list[i]);
832 }
833
834 void Snap_to_ladder(_stair *lad, uint32 dist);
835 void Set_init_voxel_floors();
836 void Idle_manager();
837
838 uint32 cur_camera_number;
839 uint32 anchor_floor; // the floor number that the object was on when the camera changed - used for rubber-banding when moving off
840
841 uint32 wa_number; // number of current wa camera
842 PXreal wa_pin_x;
843 PXreal wa_pin_y;
844 PXreal wa_pin_z;
845
846 char manual_camera_name[ENGINE_STRING_LEN]; // saved for save game
847
848 uint32 num_cameras;
849 char *camera_name_list[64];
850 char *camera_cluster_list[64];
851
852 uint32 floor_to_camera_index[MAX_floors];
853 _floor_cam_list cam_floor_list[MAX_floors];
854
855 void Build_camera_table();
856 void Camera_director();
857 void Reset_camera_director();
858 bool8 Object_visible_to_camera(uint32 id);
859 bool8 Process_wa_list();
860 void Prepare_camera_floors();
861
862 bool8 chi_interacts(int32 id, const char *script_name);
863 __chi_think_mode fn_fetch_chi_mode();
864 bool8 Make_floor_coordinate(PXreal *x, PXreal *z);
865 bool8 Find_a_chi_target();
866 void Chi_leaves_fight_mode();
867 void Set_chi_permission();
868 bool8 Process_chi();
869 PXreal Cord_dist();
870
871 _history history[MAX_player_history];
872 uint32 cur_history; // players current position
873 uint32 chi_history; // chi's current position
874 uint32 pre_interact_floor; // floor we were on before going up stair or ladder -
875 __chi_think_mode chi_think_mode;
876 __chi_do_mode chi_do_mode;
877 uint32 chi_id; // id of chi object
878 uint32 chi_next_move; // counts down to chi's next move
879 _local_history local_history[MAX_local_history];
880 uint32 local_history_count; // how many moves this floor
881 uint32 next_local;
882 uint32 local_count_down;
883 PXreal hist_pin_x;
884 PXreal hist_pin_y;
885 PXreal hist_pin_z;
886
887 uint32 chi_target_id; // id of target
888 bool8 chi_has_target; // has a valid target yes or no
889 uint8 fight_pause; // time to next move
890 bool8 permission_to_fire; // only after player has shot
891 PXreal chi_catch_up_dist;
892 PXreal chi_lost_dist;
893
894 _local_history spectre_hist[MAX_floors];
895
896 void Process_conveyors();
897 _conveyor conveyors[MAX_conveyors];
898
899 _lift_platform lifts[MAX_lift_platforms];
900 uint8 num_lifts;
901
902 void Draw_health_bar();
903 uint32 health_time;
904
905 bool8 alert_list[MAX_voxel_list];
906 void Process_guard_alert(__alert alert_type);
907 void Reset_guard_alert();
908 void Signal_to_guards();
909 void Signal_to_other_guards();
910
911 _player_stat player_stat_was; // asyncer remembers previous player state - ready for change
912 _player_stat player_stat_use; // use this which has skipped the linking status
913 void Service_generic_async();
914 bool8 Route_async_ready(bool8 run, bool8 turn);
915
916 bool8 init_asyncs;
917 uint32 cur_sync_set;
918 bool8 caching;
919 _vox_image sync_set[4];
920
921 void Async_helper();
922 int32 async_counter;
923 int32 async_off;
924
925 uint32 num_stairs;
926 _stair stairs[MAX_stairs];
927 uint32 Register_stair_or_ladder(const char *target, bool8 top, uint32 length, bool8 stair, uint32 stepcms);
928
929 void Set_state_of_stair_or_ladder(uint32 nIndex, bool8 bState);
930
931 uint32 prop_state_table[MAX_session_objects]; // pointer to pc's of props for current session
932
933 _set set; // the set object
934
935 // floor definitions
936 _floor_world *floor_def; // pointer to a _floor_world object
937 // floor viewer and room router
938 // route barriers
939 _barrier_handler *session_barriers; // pointer to _barrier_handler object - loads file so must be pointer
940
941 // game object stuff - objects.linked
942 _linked_data_file *objects;
943 uint32 total_objects; // number of objects in the objects.object file - pulled out at session start for convenience
944 _logic *logic_structs[MAX_session_objects]; // pointers to current sessions logic structs
945 uint32 num_megas; // keeps a running total of megas initialised - used when assigning megas structures
946 uint32 num_vox_images; // as above but for vox_images - in theory these 2 counters are the same thing but that would be an assumption too far tbh
947
948 // and the scripts.linked file
949 _linked_data_file *scripts;
950
951 // handles player object and user interface
952 _player player;
953 PXreal prop_interact_dist; // distance to prop player is going to interact with - needed by sony door functions
954
955 // map markers
956 _marker markers;
957
958 // initial map tag positions of props, people, etc.
959 _linked_data_file *features;
960
961 // ascii speech text
962 _linked_data_file *text;
963
964 // list of auto interact objects
965 uint8 auto_interact_list[MAX_auto_interact];
966
967 // speech text font
968 char speech_font_one[ENGINE_STRING_LEN];
969 char remora_font[ENGINE_STRING_LEN];
970 uint32 speech_font_one_hash; // the hash value of the speech_font_one string
971 uint32 remora_font_hash; // the hash value of the speech_font_one string
972
973 // prop animations
974 _linked_data_file *prop_anims; // prop anims are loaded into the special private_session_resman
975
976 // make los_timing be global so we can print it at a global level
977 uint32 los_time;
978
979 uint32 total_was; // how many individual walk-areas
980 _linked_data_file *walk_areas;
981 const __aWalkArea *wa_list[MAX_was]; // walk areas
982
983 bool8 manual_camera; // overiden by a script command
984 bool8 camera_lock; // lock camera director - used to fix ladder problems (easier to fix like this than at animation end)
985 bool8 wa_camera; // currently using a wa camera
986 bool8 wa_tied_to_pin;
987 bool8 wa_tied_to_exit_pin;
988 bool8 is_there_a_chi; // yes or no
989 bool8 first_session_cycle;
990
991 private:
992 char session_name[ENGINE_STRING_LEN];
993 char h_session_name[ENGINE_STRING_LEN];
994 char session_cluster[ENGINE_STRING_LEN];
995
996 uint32 session_cluster_hash; // the hash value of the session_cluster string
997 char session_h_name[8]; // filename equivalent of the hash'ed version of session
998
999 uint32 total_props; // holds number of props in current session
1000
1001 // speech
1002
1003 // logic cycle stuff
1004 // all these are of course available to fn_functions and associated engine modules
1005 uint32 cur_id; // number of current object
1006 _logic *L; // current objects logic structure
1007 _vox_image *I; // pointer to current objects _voxel_image structure - megas only
1008 _mega *M; // pointer to current objects _mega struct - megas only
1009 c_game_object *object; // represents the current game object at logic run time
1010 uint32 script_var_value; // holds script variables passed back via fn_pass_flag_to_engine
1011
1012 // list of ids that are voxel characters - built per game cycle
1013 uint8 voxel_id_list[MAX_voxel_list];
1014 uint32 number_of_voxel_ids; // kept for safety
1015
1016 // prop state dummy object vars
1017 uint32 number_of_missing_objects;
1018 char missing_obs[MAX_missing_objects][MAX_missing_object_name_length];
1019 uint8 missing_ob_prop_states[MAX_missing_objects];
1020
1021 // FOOTSTEPS for mega:
1022 void UpdateFootstep();
1023
1024 // cartridge case for mega
1025 void UpdateCartridgeCase();
1026
1027 uint32 defaultFootSfx;
1028 uint32 specialFootSfx;
1029 uint32 ladderFootSfx;
1030 uint32 floorFootSfx[MAX_footstepFloors][2]; // gives number of floor (0) and hash of sfx to use (1)...
1031 int32 numFloorFootSfx;
1032
1033 // Block use of the copy constructor and the default '='.
1034 _game_session(const _game_session &);
1035 void operator=(const _game_session &) { ; }
1036 };
1037
Fetch_script_var()1038 inline uint32 _game_session::Fetch_script_var() {
1039 return (script_var_value);
1040 }
1041
Fetch_number_of_props()1042 inline uint32 _game_session::Fetch_number_of_props() {
1043 return (total_props);
1044 }
1045
Fetch_number_of_objects()1046 inline uint32 _game_session::Fetch_number_of_objects() {
1047 return (total_objects);
1048 }
1049
Fetch_object_struct(uint32 id)1050 inline _logic *_game_session::Fetch_object_struct(uint32 id) {
1051 assert(id < total_objects);
1052
1053 return (logic_structs[id]);
1054 }
1055
Force_context_check(uint32 id)1056 inline void _game_session::Force_context_check(uint32 id) {
1057 assert(id < total_objects);
1058
1059 logic_structs[id]->context_request = TRUE8;
1060 }
1061
Fetch_object_status(uint32 id)1062 inline _object_status _game_session::Fetch_object_status(uint32 id) {
1063 assert(id < total_objects);
1064
1065 return (logic_structs[id]->ob_status);
1066 }
1067
Set_object_status(uint32 id,_object_status val)1068 inline void _game_session::Set_object_status(uint32 id, _object_status val) {
1069 assert(id < total_objects);
1070
1071 logic_structs[id]->ob_status = val;
1072 }
1073
Fetch_object_name(uint32 id)1074 inline const char *_game_session::Fetch_object_name(uint32 id) {
1075 assert(id < total_objects);
1076
1077 return ((const char *)(logic_structs[id]->GetName()));
1078 }
1079
Fetch_cur_id()1080 inline uint32 _game_session::Fetch_cur_id() {
1081 return (cur_id);
1082 }
1083
Fetch_no_barriers()1084 inline uint32 _game_session::Fetch_no_barriers() {
1085 // return number of current player barriers
1086 return (L->mega->number_of_barriers);
1087 }
1088
Fetch_no_megas_barriers()1089 inline uint32 _game_session::Fetch_no_megas_barriers() {
1090 // return number of current player barriers
1091 return (M->number_of_barriers);
1092 }
1093
Fetch_no_megas_nudge_barriers()1094 inline uint32 _game_session::Fetch_no_megas_nudge_barriers() {
1095 // return number of current player barriers
1096 return (M->number_of_nudge);
1097 }
1098
External_fetch_no_megas_barriers(uint32 id)1099 inline uint32 _game_session::External_fetch_no_megas_barriers(uint32 id) {
1100 // return number of current barriers
1101 // we are not in logic loop so cant rely on M, I, L etc.
1102
1103 return (logic_structs[id]->mega->number_of_barriers);
1104 }
1105
External_fetch_no_megas_anim_barriers(uint32 id)1106 inline uint32 _game_session::External_fetch_no_megas_anim_barriers(uint32 id) {
1107 // return number of current barriers
1108 // we are not in logic loop so cant rely on M, I, L etc.
1109
1110 return (logic_structs[id]->mega->number_of_animating);
1111 }
1112
External_fetch_no_megas_nudge_barriers(uint32 id)1113 inline uint32 _game_session::External_fetch_no_megas_nudge_barriers(uint32 id) {
1114 // return number of current special player nudgebarriers
1115 // we are not in logic loop so cant rely on M, I, L etc.
1116
1117 return (logic_structs[id]->mega->number_of_nudge);
1118 }
1119
Fetch_megas_barrier_number(uint32 barrier)1120 inline uint32 _game_session::Fetch_megas_barrier_number(uint32 barrier) {
1121 // can only be called within logic loop
1122
1123 assert(barrier < M->number_of_barriers + M->number_of_animating);
1124
1125 return M->barrier_list[barrier];
1126 }
1127
Fetch_megas_nudge_barrier_number(uint32 barrier)1128 inline uint32 _game_session::Fetch_megas_nudge_barrier_number(uint32 barrier) {
1129 // can only be called within logic loop
1130
1131 assert(barrier < M->number_of_nudge);
1132
1133 return M->nudge_list[barrier];
1134 }
1135
External_fetch_megas_barrier(uint32 id,uint32 barrier)1136 inline uint32 _game_session::External_fetch_megas_barrier(uint32 id, uint32 barrier) {
1137 // can only be called within logic loop
1138 assert(barrier < (logic_structs[id]->mega->number_of_barriers) + (logic_structs[id]->mega->number_of_animating));
1139
1140 return logic_structs[id]->mega->barrier_list[barrier];
1141 }
1142
External_fetch_megas_nudge_barrier(uint32 id,uint32 barrier)1143 inline uint32 _game_session::External_fetch_megas_nudge_barrier(uint32 id, uint32 barrier) {
1144 // can only be called within logic loop
1145 assert(barrier < logic_structs[id]->mega->number_of_nudge);
1146
1147 return logic_structs[id]->mega->nudge_list[barrier];
1148 }
1149
Set_objects_conversation_uid(uint32 id,uint32 uid)1150 inline void _game_session::Set_objects_conversation_uid(uint32 id, uint32 uid) {
1151 if (id >= total_objects)
1152 Fatal_error("Object id %d out-of-range (total_objects=%d)", id, total_objects);
1153
1154 logic_structs[id]->conversation_uid = uid;
1155 }
1156
Return_objects_conversation_uid(uint32 id)1157 inline uint32 _game_session::Return_objects_conversation_uid(uint32 id) {
1158 assert(id < total_objects);
1159
1160 return (logic_structs[id]->conversation_uid);
1161 }
1162
Fetch_session_name()1163 inline const char *_game_session::Fetch_session_name() {
1164 return ((const char *)session_name);
1165 }
1166
Fetch_session_cluster()1167 inline const char *_game_session::Fetch_session_cluster() {
1168 return ((const char *)session_cluster);
1169 }
1170
Fetch_session_h_name()1171 inline const char *_game_session::Fetch_session_h_name() {
1172 return ((const char *)session_h_name);
1173 }
1174
Fetch_h_session_name()1175 inline const char *_game_session::Fetch_h_session_name() {
1176 return ((const char *)h_session_name);
1177 }
1178
Fetch_session_cluster_hash()1179 inline uint32 _game_session::Fetch_session_cluster_hash() {
1180 return (session_cluster_hash);
1181 }
1182
Fetch_object_integer_variable(const char * pcName,const char * pcVar)1183 inline uint32 _game_session::Fetch_object_integer_variable(const char *pcName, const char *pcVar) const {
1184 int32 nVariableNumber;
1185 c_game_object *pGameObject;
1186
1187 // Get the object itself.
1188 pGameObject = (c_game_object *)objects->Fetch_item_by_name(pcName);
1189
1190 if (!pGameObject)
1191 Fatal_error("_game_session::Fetch_object_integer_variable( %s, %s ) couldn't find object", pcName, pcVar);
1192
1193 // Find the position of the requested variable.
1194 nVariableNumber = pGameObject->GetVariable(pcVar);
1195
1196 if (nVariableNumber == -1)
1197 Fatal_error("_game_session::Fetch_object_integer_variable( %s, %s ) couldn't find variable", pcName, pcVar);
1198
1199 // Get the lvar.
1200 return (pGameObject->GetIntegerVariable(nVariableNumber));
1201 }
1202
GetCamera()1203 inline PXcamera &_game_session::GetCamera() { return set.GetCamera(); }
1204
SetOK()1205 inline int32 _game_session::SetOK() { return set.OK(); }
1206
SetReset()1207 inline void _game_session::SetReset() { set.Reset(); }
1208
1209 } // End of namespace ICB
1210
1211 #endif
1212