ScummVM API documentation
script.h
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 modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (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, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 #ifndef BLADERUNNER_SCRIPT_H
23 #define BLADERUNNER_SCRIPT_H
24 
25 #include "bladerunner/bladerunner.h"
26 #include "bladerunner/game_constants.h"
27 
28 #include "common/str.h"
29 
30 namespace BladeRunner {
31 
32 class BladeRunnerEngine;
33 
34 class ScriptBase {
35 friend class SceneScript;
36 
37 protected:
38  BladeRunnerEngine *_vm;
39 
40 public:
42  virtual ~ScriptBase() {}
43 
44 protected:
45  void Preload(int animationId);
46  void Actor_Put_In_Set(int actorId, int set);
47  void Actor_Set_At_XYZ(int actorId, float x, float y, float z, int direction);
48  void Actor_Set_At_Waypoint(int actorId, int waypointId, int angle);
49  bool Region_Check(int left, int top, int right, int down);
50  bool Object_Query_Click(const char *objectName1, const char *objectName2);
51  void Object_Do_Ground_Click();
52  bool Object_Mark_For_Hot_Mouse(const char *objectName);
53  void Actor_Face_Actor(int actorId, int otherActorId, bool animate);
54  void Actor_Face_Object(int actorId, const char *objectName, bool animate);
55  void Actor_Face_Item(int actorId, int itemId, bool animate);
56  void Actor_Face_Waypoint(int actorId, int waypointId, bool animate);
57  void Actor_Face_XYZ(int actorId, float x, float y, float z, bool animate);
58  void Actor_Face_Current_Camera(int actorId, bool animate);
59  void Actor_Face_Heading(int actorId, int heading, bool animate);
60  int Actor_Query_Friendliness_To_Other(int actorId, int otherActorId);
61  void Actor_Modify_Friendliness_To_Other(int actorId, int otherActorId, signed int change);
62  void Actor_Set_Friendliness_To_Other(int actorId, int otherActorId, int friendliness);
63  void Actor_Set_Honesty(int actorId, int honesty);
64  void Actor_Set_Intelligence(int actorId, int intelligence);
65  void Actor_Set_Stability(int actorId, int stability);
66  void Actor_Set_Combat_Aggressiveness(int actorId, int combatAggressiveness);
67  int Actor_Query_Current_HP(int actorId);
68  int Actor_Query_Max_HP(int actorId);
69  int Actor_Query_Combat_Aggressiveness(int actorId);
70  int Actor_Query_Honesty(int actorId);
71  int Actor_Query_Intelligence(int actorId);
72  int Actor_Query_Stability(int actorId);
73  void Actor_Modify_Current_HP(int actorId, signed int change);
74  void Actor_Modify_Max_HP(int actorId, signed int change);
75  void Actor_Modify_Combat_Aggressiveness(int actorId, signed int change);
76  void Actor_Modify_Honesty(int actorId, signed int change);
77  void Actor_Modify_Intelligence(int actorId, signed int change);
78  void Actor_Modify_Stability(int actorId, signed int change);
79  void Actor_Set_Flag_Damage_Anim_If_Moving(int actorId, bool value);
80  bool Actor_Query_Flag_Damage_Anim_If_Moving(int actorId);
81  void Actor_Combat_AI_Hit_Attempt(int actorId);
82  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);
83  void Non_Player_Actor_Combat_Mode_Off(int actorId);
84  void Actor_Set_Health(int actorId, int hp, int maxHp);
85  void Actor_Set_Targetable(int actorId, bool targetable);
86  void Actor_Says(int actorId, int sentenceId, int animationMode);
87  void Actor_Says_With_Pause(int actorId, int sentenceId, float pause, int animationMode);
88  void Actor_Voice_Over(int sentenceId, int actorId);
89  void Actor_Start_Speech_Sample(int actorId, int sentenceId);
90  void Actor_Start_Voice_Over_Sample(int sentenceId);
91  int Actor_Query_Which_Set_In(int actorId);
92  bool Actor_Query_Is_In_Current_Set(int actorId);
93  bool Actor_Query_In_Set(int actorId, int setId);
94  int Actor_Query_Inch_Distance_From_Actor(int actorId, int otherActorId);
95  int Actor_Query_Inch_Distance_From_Waypoint(int actorId, int waypointId);
96  bool Actor_Query_In_Between_Two_Actors(int actorId, int otherActor1Id, int otherActor2Id);
97  void Actor_Set_Goal_Number(int actorId, int goalNumber);
98  int Actor_Query_Goal_Number(int actorId);
99  void Actor_Query_XYZ(int actorId, float *x, float *y, float *z);
100  int Actor_Query_Facing_1024(int actorId);
101  void Actor_Set_Frame_Rate_FPS(int actorId, int fps);
102  int Slice_Animation_Query_Number_Of_Frames(int animationId);
103  void Actor_Change_Animation_Mode(int actorId, int animationMode);
104  int Actor_Query_Animation_Mode(int actorId);
105  bool Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int proximity, bool interruptible, bool run);
106  bool Loop_Actor_Walk_To_Item(int actorId, int itemId, int proximity, bool interruptible, bool run);
107  bool Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int proximity, bool interruptible, bool run);
108  bool Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int proximity, bool interruptible, bool run);
109  bool Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int proximity, bool interruptible, bool run, bool force);
110  void Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int proximity, bool run);
111  void Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int proximity, bool run);
112  void Actor_Force_Stop_Walking(int actorId);
113  void Loop_Actor_Travel_Stairs(int actorId, int stepCount, bool up, int animationModeEnd);
114  void Loop_Actor_Travel_Ladder(int actorId, int stepCount, bool up, int animationModeEnd);
115  void Actor_Clue_Add_To_Database(int actorId, int clueId, int weight, bool clueAcquired, bool unknownFlag, int fromActorId);
116  void Actor_Clue_Acquire(int actorId, int clueId, bool unknownFlag, int fromActorId);
117  void Actor_Clue_Lose(int actorId, int clueId);
118  bool Actor_Clue_Query(int actorId, int clueId);
119  bool Actor_Clues_Transfer_New_To_Mainframe(int actorId);
120  bool Actor_Clues_Transfer_New_From_Mainframe(int actorId);
121  void Actor_Set_Invisible(int actorId, bool isInvisible);
122  void Actor_Set_Immunity_To_Obstacles(int actorId, bool isImmune);
123  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);
124 #if !BLADERUNNER_ORIGINAL_BUGS
125  void Item_Remove_From_Current_Scene(int itemId);
126 #endif // !BLADERUNNER_ORIGINAL_BUGS
127  void Item_Remove_From_World(int itemId);
128  void Item_Spin_In_World(int itemId);
129  void Item_Flag_As_Target(int itemId);
130  void Item_Flag_As_Non_Target(int itemId);
131  void Item_Pickup_Spin_Effect(int animationId, int x, int y);
132  void Item_Pickup_Spin_Effect_From_Actor(int animationId, int actorId, int xOffset = 0, int yOffset = 0); // new for restored content mostly
133  bool Item_Query_Visible(int itemId);
134  void Set_Subtitle_Text_On_Screen(int subtitlesRole, Common::String displayText);
135 #if BLADERUNNER_ORIGINAL_BUGS
136 #else
137  void Screen_Effect_Skip(int effectInc, bool forceExtraSceneFrameSkip);
138  void Screen_Effect_Restore(int effectInc, bool forceExtraSceneFrameSkip);
139  void Screen_Effect_Restore_All(bool forceExtraSceneFrameSkip);
140 #endif // BLADERUNNER_ORIGINAL_BUGS
141  int Animation_Open();
142  int Animation_Close();
143  int Animation_Start();
144  int Animation_Stop();
145  int Animation_Skip_To_Frame();
146  void Delay(uint32 miliseconds);
147  bool Player_Has_Control();
148  void Player_Loses_Control();
149  void Player_Gains_Control();
150  void Player_Set_Combat_Mode(bool activate);
151  bool Player_Query_Combat_Mode();
152  void Player_Set_Combat_Mode_Access(bool enable);
153  int Player_Query_Current_Set();
154  int Player_Query_Current_Scene();
155  int Player_Query_Agenda();
156  void Player_Set_Agenda(int agenda);
157  int Query_Difficulty_Level();
158  void Game_Flag_Set(int flag);
159  void Game_Flag_Reset(int flag);
160  bool Game_Flag_Query(int flag);
161  void Set_Enter(int setId, int sceneId);
162  void Chapter_Enter(int chapter, int setId, int sceneId);
163  int Global_Variable_Set(int, int);
164  int Global_Variable_Reset(int);
165  int Global_Variable_Query(int);
166  int Global_Variable_Increment(int, int);
167  int Global_Variable_Decrement(int, int);
168  int Random_Query(int min, int max);
169  void Sound_Play(int id, int volume, int panStart, int panEnd, int priority);
170  void Sound_Play_Speech_Line(int actorId, int sentenceId, int volume, int a4, int priority);
171  void Sound_Left_Footstep_Walk(int actorId);
172  void Sound_Right_Footstep_Walk(int actorId);
173  void Sound_Left_Footstep_Run(int actorId);
174  void Sound_Right_Footstep_Run(int actorId);
175  // Sound_Walk_Shuffle_Stop
176  void Footstep_Sounds_Set(int index, int value);
177  void Footstep_Sound_Override_On(int footstepSoundOverride);
178  void Footstep_Sound_Override_Off();
179  bool Music_Play(int musicId, int volume, int pan, int32 timeFadeInSeconds, int32 timePlaySeconds, int loop, int32 timeFadeOutSeconds);
180  void Music_Adjust(int volume, int pan, uint32 delaySeconds);
181  void Music_Stop(uint32 delaySeconds);
182  bool Music_Is_Playing();
183  void Overlay_Play(const char *overlay, int loopId, bool loopForever, bool startNow, int a5);
184  void Overlay_Remove(const char *overlay);
185  void Scene_Loop_Set_Default(int loopId);
186  void Scene_Loop_Start_Special(int sceneLoopMode, int loopId, bool immediately);
187  void Outtake_Play(int id, int noLocalization = false, int container = -1);
188  void Ambient_Sounds_Add_Sound(int sfxId, uint32 delayMinSeconds, uint32 delayMaxSeconds, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk);
189  void Ambient_Sounds_Remove_Sound(int sfxId, bool stopPlaying);
190  void Ambient_Sounds_Add_Speech_Sound(int actorId, int sentenceId, uint32 delayMinSeconds, uint32 delayMaxSeconds, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk);
191  // Ambient_Sounds_Remove_Speech_Sound
192  void Ambient_Sounds_Play_Sound(int sfxId, int volume, int panStart, int panEnd, int priority);
193  void Ambient_Sounds_Play_Speech_Sound(int actorId, int sfxId, int volume, int panStart, int panEnd, int priority);
194  void Ambient_Sounds_Remove_All_Non_Looping_Sounds(bool stopPlaying);
195  void Ambient_Sounds_Add_Looping_Sound(int sfxId, int volume, int pan, uint32 delaySeconds);
196  void Ambient_Sounds_Adjust_Looping_Sound(int sfxId, int volume, int pan, uint32 delaySeconds);
197  void Ambient_Sounds_Remove_Looping_Sound(int sfxId, uint32 delaySeconds);
198  void Ambient_Sounds_Remove_All_Looping_Sounds(uint32 delaySeconds);
199  void Setup_Scene_Information(float actorX, float actorY, float actorZ, int actorFacing);
200  bool Dialogue_Menu_Appear(int x, int y);
201  bool Dialogue_Menu_Disappear();
202  bool Dialogue_Menu_Clear_List();
203  bool Dialogue_Menu_Add_To_List(int answer);
204  bool Dialogue_Menu_Add_DONE_To_List(int answer);
205  bool Dialogue_Menu_Add_To_List_Never_Repeat_Once_Selected(int answer);
206  bool DM_Add_To_List(int answer, int priorityPolite, int priorityNormal, int prioritySurly);
207  bool DM_Add_To_List_Never_Repeat_Once_Selected(int answer, int priorityPolite, int priorityNormal, int prioritySurly);
208  bool Dialogue_Menu_Clear_Never_Repeat_Was_Selected_Flag(int answer);
209  bool Dialogue_Menu_Remove_From_List(int answer);
210  int Dialogue_Menu_Query_Input();
211  int Dialogue_Menu_Query_List_Size();
212  void Scene_Exit_Add_2D_Exit(int index, int left, int top, int right, int down, int type);
213  void Scene_Exit_Remove(int index);
214  void Scene_Exits_Disable();
215  void Scene_Exits_Enable();
216  void Scene_2D_Region_Add(int index, int left, int top, int right, int down);
217  void Scene_2D_Region_Remove(int index);
218  void World_Waypoint_Set(int waypointId, int setId, float x, float y, float z);
219  // World_Waypoint_Reset
220  float World_Waypoint_Query_X(int waypointId);
221  float World_Waypoint_Query_Y(int waypointId);
222  float World_Waypoint_Query_Z(int waypointId);
223  void Combat_Cover_Waypoint_Set_Data(int coverWaypointId, int a2, int setId, int a4, float x, float y, float z);
224  void Combat_Flee_Waypoint_Set_Data(int fleeWaypointId, int a2, int setId, int a4, float x, float y, float z, int a8);
225  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);
226  int Police_Maze_Query_Score();
227  void Police_Maze_Zero_Score();
228  void Police_Maze_Increment_Score(int delta);
229  void Police_Maze_Decrement_Score(int delta);
230  void Police_Maze_Set_Score(int value);
231  void Police_Maze_Set_Pause_State(bool state);
232  void CDB_Set_Crime(int clueId, int crimeId);
233  void CDB_Set_Clue_Asset_Type(int clueId, int assetType);
234  void SDB_Set_Actor(int suspectId, int actorId);
235  bool SDB_Add_Photo_Clue(int suspectId, int clueId, int shapeId);
236  void SDB_Set_Name(int suspectId);
237  void SDB_Set_Sex(int suspectId, int sex);
238  bool SDB_Add_Identity_Clue(int suspectId, int clueId);
239  bool SDB_Add_MO_Clue(int suspectId, int clueId);
240  bool SDB_Add_Whereabouts_Clue(int suspectId, int clueId);
241  bool SDB_Add_Replicant_Clue(int suspectId, int clueId);
242  bool SDB_Add_Non_Replicant_Clue(int suspectId, int clueId);
243  bool SDB_Add_Other_Clue(int suspectId, int clueId);
244  void Spinner_Set_Selectable_Destination_Flag(int destination, bool selectable);
245  // Spinner_Query_Selectable_Destination_Flag(int destination);
246  int Spinner_Interface_Choose_Dest(int loopId, bool immediately);
247  void ESPER_Flag_To_Activate();
248  void Voight_Kampff_Activate(int actorId, int calibrationRatio);
249  int Elevator_Activate(int elevatorId);
250  void View_Score_Board();
251  int Query_Score(int a0);
252  void Set_Score(int a0, int a1);
253  void Give_McCoy_Ammo(int ammoType, int ammo);
254  void Assign_Player_Gun_Hit_Sounds(int ammoType, int soundId1, int soundId2, int soundId3);
255  void Assign_Player_Gun_Miss_Sounds(int ammoType, int soundId1, int soundId2, int soundId3);
256  void Disable_Shadows(int animationsIdsList[], int listSize);
257  bool Query_System_Currently_Loading_Game();
258  void Actor_Retired_Here(int actorId, int width, int height, bool retired, int retiredByActorId);
259  void Clickable_Object(const char *objectName);
260  void Unclickable_Object(const char *objectName);
261  void Obstacle_Object(const char *objectName, bool updateWalkpath);
262  void Unobstacle_Object(const char *objectName, bool updateWalkpath);
263  void Obstacle_Flag_All_Objects(bool isObstacle);
264  void Combat_Target_Object(const char *objectName);
265  void Un_Combat_Target_Object(const char *objectName);
266  void Set_Fade_Color(float r, float g, float b);
267  void Set_Fade_Density(float density);
268  void Set_Fog_Color(const char *fogName, float r, float g, float b);
269  void Set_Fog_Density(const char *fogName, float density);
270  void ADQ_Flush();
271  void ADQ_Add(int actorId, int sentenceId, int animationMode);
272  void ADQ_Add_Pause(int32 delayMillis);
273  void ADQ_Wait_For_All_Queued_Dialogue();
274  bool Game_Over();
275  void Autosave_Game(int textId);
276  void I_Sez(const char *str);
277  void Add_Subtitle_To_Queue(Common::String dbgQuote, uint32 duration);
278  void Clear_Subtitle_Queue();
279 
280  void AI_Countdown_Timer_Start(int actorId, signed int timer, int32 seconds);
281  void AI_Countdown_Timer_Reset(int actorId, int timer);
282  void AI_Movement_Track_Unpause(int actorId);
283  void AI_Movement_Track_Pause(int actorId);
284  void AI_Movement_Track_Repeat(int actorId);
285  void AI_Movement_Track_Append_Run_With_Facing(int actorId, int waypointId, int32 delay, int angle);
286  void AI_Movement_Track_Append_With_Facing(int actorId, int waypointId, int32 delay, int angle);
287  void AI_Movement_Track_Append_Run(int actorId, int waypointId, int32 delay);
288  void AI_Movement_Track_Append(int actorId, int waypointId, int32 delay);
289  void AI_Movement_Track_Flush(int actorId);
290 
291  void ESPER_Add_Photo(const char *name, int photoId, int shapeId);
292  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);
293 
294  void KIA_Play_Actor_Dialogue(int actorId, int sentenceId);
295  void KIA_Play_Slice_Model(int sliceModelId);
296  void KIA_Play_Photograph(int photographId);
297 
298  void VK_Play_Speech_Line(int actorId, int sentenceId, float pauseDuration);
299  void VK_Add_Question(int intensity, int sentenceId, int relatedSentenceId);
300  void VK_Subject_Reacts(int intensity, int humanResponse, int replicantResponse, int anxiety);
301  void VK_Eye_Animates(int loopId);
302 };
303 
304 } // End of namespace BladeRunner
305 
306 #endif
Definition: str.h:59
Definition: actor.h:31
Definition: scene_script.h:526
Definition: script.h:34
Definition: bladerunner.h:113