mirror of
https://github.com/scummvm/scummvm.git
synced 2025-04-02 10:52:32 -04:00
559 lines
10 KiB
C++
559 lines
10 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BLADERUNNER_SCRIPT_SCENE_H
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#define BLADERUNNER_SCRIPT_SCENE_H
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#include "bladerunner/script/script.h"
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namespace BladeRunner {
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class BladeRunnerEngine;
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class SceneScriptBase : public ScriptBase {
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public:
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SceneScriptBase(BladeRunnerEngine *vm) : ScriptBase(vm) {}
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virtual void InitializeScene() = 0;
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virtual void SceneLoaded() = 0;
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virtual bool MouseClick(int x, int y) = 0;
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virtual bool ClickedOn3DObject(const char *objectName, bool combatMode) = 0;
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virtual bool ClickedOnActor(int actorId) = 0;
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virtual bool ClickedOnItem(int itemId, bool combatMode) = 0;
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virtual bool ClickedOnExit(int exitId) = 0;
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virtual bool ClickedOn2DRegion(int region) = 0;
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virtual void SceneFrameAdvanced(int frame) = 0;
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virtual void ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) = 0;
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virtual void PlayerWalkedIn() = 0;
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virtual void PlayerWalkedOut() = 0;
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virtual void DialogueQueueFlushed(int a1) = 0;
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};
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#define DECLARE_SCRIPT(name) \
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class SceneScript##name : public SceneScriptBase { \
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public: \
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SceneScript##name(BladeRunnerEngine *vm) \
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: SceneScriptBase(vm) \
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{} \
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void InitializeScene(); \
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void SceneLoaded(); \
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bool MouseClick(int x, int y); \
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bool ClickedOn3DObject(const char *objectName, bool combatMode); \
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bool ClickedOnActor(int actorId); \
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bool ClickedOnItem(int itemId, bool combatMode); \
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bool ClickedOnExit(int exitId); \
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bool ClickedOn2DRegion(int region); \
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void SceneFrameAdvanced(int frame); \
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void ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet); \
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void PlayerWalkedIn(); \
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void PlayerWalkedOut(); \
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void DialogueQueueFlushed(int a1); \
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private:
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#define END_SCRIPT };
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DECLARE_SCRIPT(AR01)
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void dialogueWithFishDealerBuyGoldfish();
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END_SCRIPT
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DECLARE_SCRIPT(AR02)
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void dialogueWithInsectDealer1();
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void dialogueWithInsectDealerBuyBracelet();
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void dialogueWithInsectDealerBuySlug();
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void dialogueWithHassan();
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void dialogueWithHassanBuySnake();
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END_SCRIPT
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DECLARE_SCRIPT(BB01)
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END_SCRIPT
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DECLARE_SCRIPT(BB02)
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END_SCRIPT
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DECLARE_SCRIPT(BB03)
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END_SCRIPT
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DECLARE_SCRIPT(BB04)
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END_SCRIPT
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DECLARE_SCRIPT(BB05)
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END_SCRIPT
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DECLARE_SCRIPT(BB06)
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END_SCRIPT
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DECLARE_SCRIPT(BB07)
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END_SCRIPT
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DECLARE_SCRIPT(BB08)
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END_SCRIPT
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DECLARE_SCRIPT(BB09)
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END_SCRIPT
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DECLARE_SCRIPT(BB10)
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END_SCRIPT
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DECLARE_SCRIPT(BB11)
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END_SCRIPT
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DECLARE_SCRIPT(BB12)
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END_SCRIPT
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DECLARE_SCRIPT(BB51)
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END_SCRIPT
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DECLARE_SCRIPT(CT01)
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void dialogueWithHowieLee();
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END_SCRIPT
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DECLARE_SCRIPT(CT02)
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void dialogueWithZuben();
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END_SCRIPT
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DECLARE_SCRIPT(CT03)
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END_SCRIPT
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DECLARE_SCRIPT(CT04)
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void dialogueWithHomeless();
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END_SCRIPT
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DECLARE_SCRIPT(CT05)
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END_SCRIPT
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DECLARE_SCRIPT(CT06)
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END_SCRIPT
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DECLARE_SCRIPT(CT07)
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END_SCRIPT
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DECLARE_SCRIPT(CT08)
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END_SCRIPT
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DECLARE_SCRIPT(CT09)
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END_SCRIPT
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DECLARE_SCRIPT(CT10)
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void checkCabinet();
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END_SCRIPT
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DECLARE_SCRIPT(CT11)
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END_SCRIPT
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DECLARE_SCRIPT(CT12)
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END_SCRIPT
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DECLARE_SCRIPT(CT51)
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END_SCRIPT
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DECLARE_SCRIPT(DR01)
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END_SCRIPT
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DECLARE_SCRIPT(DR02)
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END_SCRIPT
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DECLARE_SCRIPT(DR03)
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void dialogueWithChew();
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END_SCRIPT
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DECLARE_SCRIPT(DR04)
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bool farEnoughFromExplosion();
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END_SCRIPT
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DECLARE_SCRIPT(DR05)
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END_SCRIPT
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DECLARE_SCRIPT(DR06)
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END_SCRIPT
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DECLARE_SCRIPT(HC01)
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void dialogueWithIzo();
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void takePhotoAndRunAway();
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END_SCRIPT
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DECLARE_SCRIPT(HC02)
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END_SCRIPT
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DECLARE_SCRIPT(HC03)
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END_SCRIPT
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DECLARE_SCRIPT(HC04)
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void dialogueWithIsabella();
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END_SCRIPT
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DECLARE_SCRIPT(HF01)
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void dialogueWithMiaAndMurray();
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void talkWithDektora();
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void talkWithLucy();
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END_SCRIPT
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DECLARE_SCRIPT(HF02)
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END_SCRIPT
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DECLARE_SCRIPT(HF03)
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void dialogueWithLucy();
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END_SCRIPT
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DECLARE_SCRIPT(HF04)
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END_SCRIPT
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DECLARE_SCRIPT(HF05)
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void talkWithCrazyLegs1();
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void talkWithCrazyLegs2();
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void dialogueWithCrazylegs1();
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void dialogueWithCrazylegs2();
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void talkWithCrazylegs3(int actorId);
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void talkWithDektora();
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void talkWithLucy();
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void policeAttack();
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void addAmbientSounds();
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int getAffectionTowardsActor();
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int getCompanionActor();
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END_SCRIPT
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DECLARE_SCRIPT(HF06)
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void steelInterruption();
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void addAmbientSounds();
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END_SCRIPT
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DECLARE_SCRIPT(HF07)
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int getAffectionTowardsActor();
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END_SCRIPT
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DECLARE_SCRIPT(KP01)
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END_SCRIPT
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DECLARE_SCRIPT(KP02)
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END_SCRIPT
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DECLARE_SCRIPT(KP03)
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void saveSteele();
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END_SCRIPT
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DECLARE_SCRIPT(KP04)
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END_SCRIPT
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DECLARE_SCRIPT(KP05)
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END_SCRIPT
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DECLARE_SCRIPT(KP06)
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END_SCRIPT
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DECLARE_SCRIPT(KP07)
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END_SCRIPT
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DECLARE_SCRIPT(MA01)
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END_SCRIPT
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DECLARE_SCRIPT(MA02)
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void talkWithRajif();
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bool isPhoneRinging();
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void selectNextTvNews();
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END_SCRIPT
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//MA03 does not exists
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DECLARE_SCRIPT(MA04)
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bool isPhoneRinging();
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bool isPhoneMessageWaiting();
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void phoneCallWithDektora();
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void phoneCallWithLucy();
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void phoneCallWithSteele();
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void phoneCallWithClovis();
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void turnOnTV();
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void sleep();
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void blip();
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END_SCRIPT
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DECLARE_SCRIPT(MA05)
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bool isPhoneRinging();
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END_SCRIPT
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DECLARE_SCRIPT(MA06)
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bool isElevatorOnDifferentFloor();
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void activateElevator();
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END_SCRIPT
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DECLARE_SCRIPT(MA07)
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END_SCRIPT
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DECLARE_SCRIPT(MA08)
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END_SCRIPT
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DECLARE_SCRIPT(NR01)
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END_SCRIPT
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DECLARE_SCRIPT(NR02)
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void playNextMusic();
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END_SCRIPT
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DECLARE_SCRIPT(NR03)
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void rotateActorOnTable(int frame);
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void playNextMusic();
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END_SCRIPT
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DECLARE_SCRIPT(NR04)
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void dialogueWithEarlyQ();
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void druggedEffect(int frame);
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void playNextMusic();
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END_SCRIPT
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DECLARE_SCRIPT(NR05)
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void rotateActorOnTable(int frame);
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void talkToBartender();
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void talkToEarlyQ();
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void rotateActorOnGround(int actorId);
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void playNextMusic();
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END_SCRIPT
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DECLARE_SCRIPT(NR06)
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void playNextMusic();
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END_SCRIPT
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DECLARE_SCRIPT(NR07)
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void dektoraRunAway();
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void callHolloway();
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void clickedOnVase();
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void talkAboutBelt1();
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void talkAboutBelt2();
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void talkAboutVoightKampff();
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void talkAboutSteele();
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void talkAboutMoonbus();
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void talkAboutBlackSedan();
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void talkAboutScorpions();
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END_SCRIPT
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DECLARE_SCRIPT(NR08)
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void playNextMusic();
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END_SCRIPT
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DECLARE_SCRIPT(NR09)
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void playNextMusic();
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END_SCRIPT
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DECLARE_SCRIPT(NR10)
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END_SCRIPT
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DECLARE_SCRIPT(NR11)
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void actorSweepArea(int actorId, signed int frame);
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void untargetEverything();
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END_SCRIPT
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DECLARE_SCRIPT(PS01)
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END_SCRIPT
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DECLARE_SCRIPT(PS02)
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void activateElevator();
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END_SCRIPT
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DECLARE_SCRIPT(PS03)
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END_SCRIPT
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DECLARE_SCRIPT(PS04)
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void dialogueWithGuzza();
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END_SCRIPT
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DECLARE_SCRIPT(PS05)
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void selectNextTvNews();
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void turnOnTV();
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END_SCRIPT
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DECLARE_SCRIPT(PS06)
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END_SCRIPT
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DECLARE_SCRIPT(PS07)
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END_SCRIPT
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// PS08 does not exits
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DECLARE_SCRIPT(PS09)
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void dialogueWithGrigorian();
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END_SCRIPT
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DECLARE_SCRIPT(PS10)
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void removeTargets();
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public:
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static int getPoliceMazePS10TargetCount();
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END_SCRIPT
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DECLARE_SCRIPT(PS11)
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void removeTargets();
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public:
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static int getPoliceMazePS11TargetCount();
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END_SCRIPT
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DECLARE_SCRIPT(PS12)
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void removeTargets();
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public:
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static int getPoliceMazePS12TargetCount();
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END_SCRIPT
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DECLARE_SCRIPT(PS13)
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void removeTargets();
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public:
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static int getPoliceMazePS13TargetCount();
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END_SCRIPT
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DECLARE_SCRIPT(PS14)
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END_SCRIPT
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DECLARE_SCRIPT(PS15)
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END_SCRIPT
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DECLARE_SCRIPT(RC01)
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void interrogateCrowd();
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void walkToCenter();
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END_SCRIPT
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DECLARE_SCRIPT(RC02)
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void dialogueWithRunciter();
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END_SCRIPT
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DECLARE_SCRIPT(RC03)
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void talkWithSteele();
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END_SCRIPT
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DECLARE_SCRIPT(RC04)
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void dialogueWithBulletBob();
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END_SCRIPT
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DECLARE_SCRIPT(RC51)
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END_SCRIPT
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DECLARE_SCRIPT(TB02)
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void dialogueWithTyrellGuard();
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void dialogueWithSteele();
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END_SCRIPT
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DECLARE_SCRIPT(TB03)
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END_SCRIPT
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DECLARE_SCRIPT(TB05)
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END_SCRIPT
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DECLARE_SCRIPT(TB06)
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END_SCRIPT
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DECLARE_SCRIPT(TB07)
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void McCoyTalkWithRachaelAndTyrell();
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END_SCRIPT
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DECLARE_SCRIPT(UG01)
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END_SCRIPT
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DECLARE_SCRIPT(UG02)
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bool walkToCenter();
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END_SCRIPT
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DECLARE_SCRIPT(UG03)
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END_SCRIPT
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DECLARE_SCRIPT(UG04)
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END_SCRIPT
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DECLARE_SCRIPT(UG05)
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int getAffectionTowardsActor();
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void endGame();
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END_SCRIPT
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DECLARE_SCRIPT(UG06)
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END_SCRIPT
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DECLARE_SCRIPT(UG07)
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END_SCRIPT
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DECLARE_SCRIPT(UG08)
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END_SCRIPT
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DECLARE_SCRIPT(UG09)
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END_SCRIPT
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DECLARE_SCRIPT(UG10)
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END_SCRIPT
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// UG11 does not exists
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DECLARE_SCRIPT(UG12)
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END_SCRIPT
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DECLARE_SCRIPT(UG13)
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void talkAboutGuzza();
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void dialogueWithHomeless1();
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void dialogueWithHomeless2();
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END_SCRIPT
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DECLARE_SCRIPT(UG14)
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END_SCRIPT
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DECLARE_SCRIPT(UG15)
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END_SCRIPT
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DECLARE_SCRIPT(UG16)
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void dialogueWithLuther();
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END_SCRIPT
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DECLARE_SCRIPT(UG17)
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END_SCRIPT
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DECLARE_SCRIPT(UG18)
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void talkWithGuzza();
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void talkWithClovis();
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END_SCRIPT
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DECLARE_SCRIPT(UG19)
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END_SCRIPT
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#undef DECLARE_SCRIPT
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#undef END_SCRIPT
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class SceneScript {
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protected:
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BladeRunnerEngine *_vm;
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int _inScriptCounter;
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SceneScriptBase *_currentScript;
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public:
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int _mouseX;
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int _mouseY;
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SceneScript(BladeRunnerEngine *vm);
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~SceneScript();
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bool open(const Common::String &name);
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void initializeScene();
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void sceneLoaded();
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bool mouseClick(int x, int y);
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bool clickedOn3DObject(const char *objectName, bool combatMode);
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bool clickedOnActor(int actorId);
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bool clickedOnItem(int itemId, bool combatMode);
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bool clickedOnExit(int exitId);
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bool clickedOn2DRegion(int region);
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void sceneFrameAdvanced(int frame);
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void actorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet);
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void playerWalkedIn();
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void playerWalkedOut();
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void dialogueQueueFlushed(int a1);
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bool isInsideScript() const { return _inScriptCounter > 0; }
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};
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} // End of namespace BladeRunner
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#endif
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