1 /* ScummVM - Graphic Adventure Engine 2 * 3 * ScummVM is the legal property of its developers, whose names 4 * are too numerous to list here. Please refer to the COPYRIGHT 5 * file distributed with this source distribution. 6 * 7 * This program is free software; you can redistribute it and/or 8 * modify it under the terms of the GNU General Public License 9 * as published by the Free Software Foundation; either version 2 10 * of the License, or (at your option) any later version. 11 * 12 * This program is distributed in the hope that it will be useful, 13 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * GNU General Public License for more details. 16 * 17 * You should have received a copy of the GNU General Public License 18 * along with this program; if not, write to the Free Software 19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 20 * 21 */ 22 23 #ifndef BLADERUNNER_SCRIPT_H 24 #define BLADERUNNER_SCRIPT_H 25 26 #include "bladerunner/bladerunner.h" 27 #include "bladerunner/game_constants.h" 28 29 #include "common/str.h" 30 31 namespace BladeRunner { 32 33 class BladeRunnerEngine; 34 35 class ScriptBase { 36 friend class SceneScript; 37 38 protected: 39 BladeRunnerEngine *_vm; 40 41 public: 42 ScriptBase(BladeRunnerEngine *vm); ~ScriptBase()43 virtual ~ScriptBase() {} 44 45 protected: 46 void Preload(int animationId); 47 void Actor_Put_In_Set(int actorId, int set); 48 void Actor_Set_At_XYZ(int actorId, float x, float y, float z, int direction); 49 void Actor_Set_At_Waypoint(int actorId, int waypointId, int angle); 50 bool Region_Check(int left, int top, int right, int down); 51 bool Object_Query_Click(const char *objectName1, const char *objectName2); 52 void Object_Do_Ground_Click(); 53 bool Object_Mark_For_Hot_Mouse(const char *objectName); 54 void Actor_Face_Actor(int actorId, int otherActorId, bool animate); 55 void Actor_Face_Object(int actorId, const char *objectName, bool animate); 56 void Actor_Face_Item(int actorId, int itemId, bool animate); 57 void Actor_Face_Waypoint(int actorId, int waypointId, bool animate); 58 void Actor_Face_XYZ(int actorId, float x, float y, float z, bool animate); 59 void Actor_Face_Current_Camera(int actorId, bool animate); 60 void Actor_Face_Heading(int actorId, int heading, bool animate); 61 int Actor_Query_Friendliness_To_Other(int actorId, int otherActorId); 62 void Actor_Modify_Friendliness_To_Other(int actorId, int otherActorId, signed int change); 63 void Actor_Set_Friendliness_To_Other(int actorId, int otherActorId, int friendliness); 64 void Actor_Set_Honesty(int actorId, int honesty); 65 void Actor_Set_Intelligence(int actorId, int intelligence); 66 void Actor_Set_Stability(int actorId, int stability); 67 void Actor_Set_Combat_Aggressiveness(int actorId, int combatAggressiveness); 68 int Actor_Query_Current_HP(int actorId); 69 int Actor_Query_Max_HP(int actorId); 70 int Actor_Query_Combat_Aggressiveness(int actorId); 71 int Actor_Query_Honesty(int actorId); 72 int Actor_Query_Intelligence(int actorId); 73 int Actor_Query_Stability(int actorId); 74 void Actor_Modify_Current_HP(int actorId, signed int change); 75 void Actor_Modify_Max_HP(int actorId, signed int change); 76 void Actor_Modify_Combat_Aggressiveness(int actorId, signed int change); 77 void Actor_Modify_Honesty(int actorId, signed int change); 78 void Actor_Modify_Intelligence(int actorId, signed int change); 79 void Actor_Modify_Stability(int actorId, signed int change); 80 void Actor_Set_Flag_Damage_Anim_If_Moving(int actorId, bool value); 81 bool Actor_Query_Flag_Damage_Anim_If_Moving(int actorId); 82 void Actor_Combat_AI_Hit_Attempt(int actorId); 83 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); 84 void Non_Player_Actor_Combat_Mode_Off(int actorId); 85 void Actor_Set_Health(int actorId, int hp, int maxHp); 86 void Actor_Set_Targetable(int actorId, bool targetable); 87 void Actor_Says(int actorId, int sentenceId, int animationMode); 88 void Actor_Says_With_Pause(int actorId, int sentenceId, float pause, int animationMode); 89 void Actor_Voice_Over(int sentenceId, int actorId); 90 void Actor_Start_Speech_Sample(int actorId, int sentenceId); 91 void Actor_Start_Voice_Over_Sample(int sentenceId); 92 int Actor_Query_Which_Set_In(int actorId); 93 bool Actor_Query_Is_In_Current_Set(int actorId); 94 bool Actor_Query_In_Set(int actorId, int setId); 95 int Actor_Query_Inch_Distance_From_Actor(int actorId, int otherActorId); 96 int Actor_Query_Inch_Distance_From_Waypoint(int actorId, int waypointId); 97 bool Actor_Query_In_Between_Two_Actors(int actorId, int otherActor1Id, int otherActor2Id); 98 void Actor_Set_Goal_Number(int actorId, int goalNumber); 99 int Actor_Query_Goal_Number(int actorId); 100 void Actor_Query_XYZ(int actorId, float *x, float *y, float *z); 101 int Actor_Query_Facing_1024(int actorId); 102 void Actor_Set_Frame_Rate_FPS(int actorId, int fps); 103 int Slice_Animation_Query_Number_Of_Frames(int animationId); 104 void Actor_Change_Animation_Mode(int actorId, int animationMode); 105 int Actor_Query_Animation_Mode(int actorId); 106 bool Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int proximity, bool interruptible, bool run); 107 bool Loop_Actor_Walk_To_Item(int actorId, int itemId, int proximity, bool interruptible, bool run); 108 bool Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int proximity, bool interruptible, bool run); 109 bool Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int proximity, bool interruptible, bool run); 110 bool Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int proximity, bool interruptible, bool run, bool force); 111 void Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int proximity, bool run); 112 void Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int proximity, bool run); 113 void Actor_Force_Stop_Walking(int actorId); 114 void Loop_Actor_Travel_Stairs(int actorId, int stepCount, bool up, int animationModeEnd); 115 void Loop_Actor_Travel_Ladder(int actorId, int stepCount, bool up, int animationModeEnd); 116 void Actor_Clue_Add_To_Database(int actorId, int clueId, int weight, bool clueAcquired, bool unknownFlag, int fromActorId); 117 void Actor_Clue_Acquire(int actorId, int clueId, bool unknownFlag, int fromActorId); 118 void Actor_Clue_Lose(int actorId, int clueId); 119 bool Actor_Clue_Query(int actorId, int clueId); 120 bool Actor_Clues_Transfer_New_To_Mainframe(int actorId); 121 bool Actor_Clues_Transfer_New_From_Mainframe(int actorId); 122 void Actor_Set_Invisible(int actorId, bool isInvisible); 123 void Actor_Set_Immunity_To_Obstacles(int actorId, bool isImmune); 124 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); 125 void Item_Remove_From_World(int itemId); 126 void Item_Spin_In_World(int itemId); 127 void Item_Flag_As_Target(int itemId); 128 void Item_Flag_As_Non_Target(int itemId); 129 void Item_Pickup_Spin_Effect(int animationId, int x, int y); 130 void Item_Pickup_Spin_Effect_From_Actor(int animationId, int actorId, int xOffset = 0, int yOffset = 0); // new for restored content mostly 131 bool Item_Query_Visible(int itemId); 132 void Set_Subtitle_Text_On_Screen(Common::String displayText); 133 #if BLADERUNNER_ORIGINAL_BUGS 134 #else 135 void Screen_Effect_Skip(int effectInc); 136 void Screen_Effect_Restore(int effectInc); 137 void Screen_Effect_Restore_All(); 138 #endif // BLADERUNNER_ORIGINAL_BUGS 139 int Animation_Open(); 140 int Animation_Close(); 141 int Animation_Start(); 142 int Animation_Stop(); 143 int Animation_Skip_To_Frame(); 144 void Delay(uint32 miliseconds); 145 void Player_Loses_Control(); 146 void Player_Gains_Control(); 147 void Player_Set_Combat_Mode(bool activate); 148 bool Player_Query_Combat_Mode(); 149 void Player_Set_Combat_Mode_Access(bool enable); 150 int Player_Query_Current_Set(); 151 int Player_Query_Current_Scene(); 152 int Player_Query_Agenda(); 153 void Player_Set_Agenda(int agenda); 154 int Query_Difficulty_Level(); 155 void Game_Flag_Set(int flag); 156 void Game_Flag_Reset(int flag); 157 bool Game_Flag_Query(int flag); 158 void Set_Enter(int setId, int sceneId); 159 void Chapter_Enter(int chapter, int setId, int sceneId); 160 int Global_Variable_Set(int, int); 161 int Global_Variable_Reset(int); 162 int Global_Variable_Query(int); 163 int Global_Variable_Increment(int, int); 164 int Global_Variable_Decrement(int, int); 165 int Random_Query(int min, int max); 166 void Sound_Play(int id, int volume, int panFrom, int panTo, int priority); 167 void Sound_Play_Speech_Line(int actorId, int sentenceId, int volume, int a4, int priority); 168 void Sound_Left_Footstep_Walk(int actorId); 169 void Sound_Right_Footstep_Walk(int actorId); 170 void Sound_Left_Footstep_Run(int actorId); 171 void Sound_Right_Footstep_Run(int actorId); 172 // Sound_Walk_Shuffle_Stop 173 void Footstep_Sounds_Set(int index, int value); 174 void Footstep_Sound_Override_On(int footstepSoundOverride); 175 void Footstep_Sound_Override_Off(); 176 bool Music_Play(int musicId, int volume, int pan, int32 timeFadeIn, int32 timePlay, int loop, int32 timeFadeOut); 177 void Music_Adjust(int volume, int pan, uint32 delay); 178 void Music_Stop(uint32 delay); 179 bool Music_Is_Playing(); 180 void Overlay_Play(const char *overlay, int loopId, bool loopForever, bool startNow, int a5); 181 void Overlay_Remove(const char *overlay); 182 void Scene_Loop_Set_Default(int loopId); 183 void Scene_Loop_Start_Special(int sceneLoopMode, int loopId, bool immediately); 184 void Outtake_Play(int id, int noLocalization = false, int container = -1); 185 void Ambient_Sounds_Add_Sound(int sfxId, uint32 timeMin, uint32 timeMax, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk); 186 void Ambient_Sounds_Remove_Sound(int sfxId, bool stopPlaying); 187 void Ambient_Sounds_Add_Speech_Sound(int actorId, int sentenceId, uint32 timeMin, uint32 timeMax, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk); 188 // Ambient_Sounds_Remove_Speech_Sound 189 void Ambient_Sounds_Play_Sound(int sfxId, int volume, int panStart, int panEnd, int priority); 190 void Ambient_Sounds_Play_Speech_Sound(int actorId, int sfxId, int volume, int panStart, int panEnd, int priority); 191 void Ambient_Sounds_Remove_All_Non_Looping_Sounds(bool stopPlaying); 192 void Ambient_Sounds_Add_Looping_Sound(int sfxId, int volume, int pan, uint32 delay); 193 void Ambient_Sounds_Adjust_Looping_Sound(int sfxId, int volume, int pan, uint32 delay); 194 void Ambient_Sounds_Remove_Looping_Sound(int sfxId, uint32 delay); 195 void Ambient_Sounds_Remove_All_Looping_Sounds(uint32 delay); 196 void Setup_Scene_Information(float actorX, float actorY, float actorZ, int actorFacing); 197 bool Dialogue_Menu_Appear(int x, int y); 198 bool Dialogue_Menu_Disappear(); 199 bool Dialogue_Menu_Clear_List(); 200 bool Dialogue_Menu_Add_To_List(int answer); 201 bool Dialogue_Menu_Add_DONE_To_List(int answer); 202 bool Dialogue_Menu_Add_To_List_Never_Repeat_Once_Selected(int answer); 203 bool DM_Add_To_List(int answer, int priorityPolite, int priorityNormal, int prioritySurly); 204 bool DM_Add_To_List_Never_Repeat_Once_Selected(int answer, int priorityPolite, int priorityNormal, int prioritySurly); 205 bool Dialogue_Menu_Clear_Never_Repeat_Was_Selected_Flag(int answer); 206 bool Dialogue_Menu_Remove_From_List(int answer); 207 int Dialogue_Menu_Query_Input(); 208 int Dialogue_Menu_Query_List_Size(); 209 void Scene_Exit_Add_2D_Exit(int index, int left, int top, int right, int down, int type); 210 void Scene_Exit_Remove(int index); 211 void Scene_Exits_Disable(); 212 void Scene_Exits_Enable(); 213 void Scene_2D_Region_Add(int index, int left, int top, int right, int down); 214 void Scene_2D_Region_Remove(int index); 215 void World_Waypoint_Set(int waypointId, int setId, float x, float y, float z); 216 // World_Waypoint_Reset 217 float World_Waypoint_Query_X(int waypointId); 218 float World_Waypoint_Query_Y(int waypointId); 219 float World_Waypoint_Query_Z(int waypointId); 220 void Combat_Cover_Waypoint_Set_Data(int coverWaypointId, int a2, int setId, int a4, float x, float y, float z); 221 void Combat_Flee_Waypoint_Set_Data(int fleeWaypointId, int a2, int setId, int a4, float x, float y, float z, int a8); 222 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); 223 int Police_Maze_Query_Score(); 224 void Police_Maze_Zero_Score(); 225 void Police_Maze_Increment_Score(int delta); 226 void Police_Maze_Decrement_Score(int delta); 227 void Police_Maze_Set_Score(int value); 228 void Police_Maze_Set_Pause_State(bool state); 229 void CDB_Set_Crime(int clueId, int crimeId); 230 void CDB_Set_Clue_Asset_Type(int clueId, int assetType); 231 void SDB_Set_Actor(int suspectId, int actorId); 232 bool SDB_Add_Photo_Clue(int suspectId, int clueId, int shapeId); 233 void SDB_Set_Name(int suspectId); 234 void SDB_Set_Sex(int suspectId, int sex); 235 bool SDB_Add_Identity_Clue(int suspectId, int clueId); 236 bool SDB_Add_MO_Clue(int suspectId, int clueId); 237 bool SDB_Add_Whereabouts_Clue(int suspectId, int clueId); 238 bool SDB_Add_Replicant_Clue(int suspectId, int clueId); 239 bool SDB_Add_Non_Replicant_Clue(int suspectId, int clueId); 240 bool SDB_Add_Other_Clue(int suspectId, int clueId); 241 void Spinner_Set_Selectable_Destination_Flag(int destination, bool selectable); 242 // Spinner_Query_Selectable_Destination_Flag(int destination); 243 int Spinner_Interface_Choose_Dest(int loopId, bool immediately); 244 void ESPER_Flag_To_Activate(); 245 void Voight_Kampff_Activate(int actorId, int calibrationRatio); 246 int Elevator_Activate(int elevatorId); 247 void View_Score_Board(); 248 int Query_Score(int a0); 249 void Set_Score(int a0, int a1); 250 void Give_McCoy_Ammo(int ammoType, int ammo); 251 void Assign_Player_Gun_Hit_Sounds(int ammoType, int soundId1, int soundId2, int soundId3); 252 void Assign_Player_Gun_Miss_Sounds(int ammoType, int soundId1, int soundId2, int soundId3); 253 void Disable_Shadows(int animationsIdsList[], int listSize); 254 bool Query_System_Currently_Loading_Game(); 255 void Actor_Retired_Here(int actorId, int width, int height, bool retired, int retiredByActorId); 256 void Clickable_Object(const char *objectName); 257 void Unclickable_Object(const char *objectName); 258 void Obstacle_Object(const char *objectName, bool updateWalkpath); 259 void Unobstacle_Object(const char *objectName, bool updateWalkpath); 260 void Obstacle_Flag_All_Objects(bool isObstacle); 261 void Combat_Target_Object(const char *objectName); 262 void Un_Combat_Target_Object(const char *objectName); 263 void Set_Fade_Color(float r, float g, float b); 264 void Set_Fade_Density(float density); 265 void Set_Fog_Color(const char *fogName, float r, float g, float b); 266 void Set_Fog_Density(const char *fogName, float density); 267 void ADQ_Flush(); 268 void ADQ_Add(int actorId, int sentenceId, int animationMode); 269 void ADQ_Add_Pause(int32 delay); 270 void ADQ_Wait_For_All_Queued_Dialogue(); 271 bool Game_Over(); 272 void Autosave_Game(int textId); 273 void I_Sez(const char *str); 274 275 void AI_Countdown_Timer_Start(int actorId, signed int timer, int32 seconds); 276 void AI_Countdown_Timer_Reset(int actorId, int timer); 277 void AI_Movement_Track_Unpause(int actorId); 278 void AI_Movement_Track_Pause(int actorId); 279 void AI_Movement_Track_Repeat(int actorId); 280 void AI_Movement_Track_Append_Run_With_Facing(int actorId, int waypointId, int32 delay, int angle); 281 void AI_Movement_Track_Append_With_Facing(int actorId, int waypointId, int32 delay, int angle); 282 void AI_Movement_Track_Append_Run(int actorId, int waypointId, int32 delay); 283 void AI_Movement_Track_Append(int actorId, int waypointId, int32 delay); 284 void AI_Movement_Track_Flush(int actorId); 285 286 void ESPER_Add_Photo(const char *name, int photoId, int shapeId); 287 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); 288 289 void KIA_Play_Actor_Dialogue(int actorId, int sentenceId); 290 void KIA_Play_Slice_Model(int sliceModelId); 291 void KIA_Play_Photograph(int photographId); 292 293 void VK_Play_Speech_Line(int actorId, int sentenceId, float duration); 294 void VK_Add_Question(int intensity, int sentenceId, int relatedSentenceId); 295 void VK_Subject_Reacts(int intensity, int humanResponse, int replicantResponse, int anxiety); 296 void VK_Eye_Animates(int loopId); 297 }; 298 299 } // End of namespace BladeRunner 300 301 #endif 302