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