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All_Scripts.h
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All_Scripts.h
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#pragma once
#include "Script.h"
#include <vector>
class cDynamic;
class cDynamicCreature;
class cEngine;
class cWeapon;
class cOpenable;
class cScript_MoveTo : public cScript
{
private:
float fTargetX;
float fTargetY;
cDynamic* dynamic;
float fStartX;
float fStartY;
float fDistanceToDestX;
float fDistanceToDestY;
public:
cScript_MoveTo(cDynamic* _dyn, float ToX, float ToY, float time, bool playerincontrol = false);
void Start();
bool Update(float fElapsedTime);
};
class cScript_DimmScreenFor : public cScript
{
private:
cEngine* engine;
float fSpeed; // czas w jakim ma siê œciemniæ
float fSpeed2; // czas w jakim ma siê rozjaœniæ
public:
cScript_DimmScreenFor(cEngine* _engine, float length, float dimming_speed, float brighten_speed, bool playerincontrol = false, bool freeze_time = false);
void Start();
bool Update(float fElapsedTime);
};
class cScript_MakeSleeping : public cScript
{
private:
cDynamic* dynamic;
public:
cScript_MakeSleeping(cDynamic* _dyn);
void Start();
};
class cScript_MakeUnconscious : public cScript
{
private:
cDynamic* dynamic;
public:
cScript_MakeUnconscious(cDynamic* _dyn);
void Start();
};
class cScript_WakeUp : public cScript
{
private:
cDynamic* dynamic;
public:
cScript_WakeUp(cDynamic* _dyn);
void Start();
};
class cScript_Wait : public cScript
{
private:
cEngine* engine;
public:
cScript_Wait(cEngine* _engine, float duration, bool playerincontrol = false, bool freeze_time = false);
void Start();
bool Update(float fElapsedTime);
};
class cScript_AddDialog : public cScript //uwaga: rêczne pominiêcie tego skryptu (mo¿liwe po ustawieniu ostatniego parametru jako true) nie pomija jednoczeœnie dialogu!
{ //nale¿y po skrypcie dodaj¹cy dialog z rêcznym pominiêciem wywo³aæ skrypt cScript_ClearAllDialogs
private:
cEngine* engine;
std::vector<std::string> vecText;
public:
cScript_AddDialog(cEngine* _engine, std::vector<std::string> _vecText, bool waitWithScriptsForUserSkip = false);
void Start();
};
class cScript_ClearAllDialogs : public cScript
{
private:
cEngine* engine;
public:
cScript_ClearAllDialogs(cEngine* _engine);
void Start();
};
class cScript_DimmScreen : public cScript
{
private:
cEngine* engine;
public:
cScript_DimmScreen(cEngine* _engine, float dimming_speed, bool playerincontrol = false, bool freeze_time = false);
void Start();
bool Update(float fElapsedTime);
};
class cScript_DimmScreenPartially : public cScript
{
private:
cEngine* engine;
int nStartDimm;
int nEndDimm;
public:
cScript_DimmScreenPartially(cEngine* _engine, float dimming_speed, int _startdimm, int _enddimm, bool playerincontrol = false, bool freeze_time = false);
void Start();
bool Update(float fElapsedTime);
};
class cScript_BrightenScreen : public cScript
{
private:
cEngine* engine;
public:
cScript_BrightenScreen(cEngine* _engine, float brightening_speed, bool playerincontrol = false, bool freeze_time = false);
void Start();
bool Update(float fElapsedTime);
};
class cScript_BrightenScreenPartially : public cScript
{
private:
cEngine* engine;
int nStartDimm;
int nEndDimm;
public:
cScript_BrightenScreenPartially(cEngine* _engine, float brightening_speed, int _startdimm, int _enddimm, bool playerincontrol = false, bool freeze_time = false);
void Start();
bool Update(float fElapsedTime);
};
class cScript_ChangeMap : public cScript
{
private:
cEngine* engine;
std::string sMap;
float x;
float y;
public:
cScript_ChangeMap(cEngine* _engine, std::string _map, float _x, float _y);
void Start();
};
class cScript_AddMessage : public cScript
{
private:
cEngine* engine;
std::vector<std::string> vecText;
public:
cScript_AddMessage(cEngine* _engine, std::vector<std::string> _vecText);
void Start();
};
class cScript_StickCameraToPlayer : public cScript
{
public:
cScript_StickCameraToPlayer();
void Start();
};
class cScript_MoveCameraTo : public cScript
{
private:
cEngine* engine;
float fToX;
float fToY;
float fStartX;
float fStartY;
float fDistanceToDestX;
float fDistanceToDestY;
public:
cScript_MoveCameraTo(cEngine* _engine, float x, float y, float time, bool playerincontrol = false, bool freeze_time = false);
void Start();
bool Update(float fElapsedTime);
};
class cScript_ShakeCameraLeaveCameraFree : public cScript
{
private:
cEngine* engine;
float fShakeSpeed;
public:
cScript_ShakeCameraLeaveCameraFree(cEngine* _engine, float time, bool playerincontrol = false, bool freeze_time = false);
void Start();
bool Update(float fElapsedTime);
};
class cScript_ShakeCamera : public cScript
{
private:
cEngine* engine;
float time;
public:
cScript_ShakeCamera(cEngine* _engine, float time, bool playerincontrol = false, bool freeze_time = false);
void Start();
};
class cScript_EmoteLove : public cScript
{
private:
cEngine* engine;
cDynamic* owner;
bool bLoopAnimation;
float fLifeTime;
public:
cScript_EmoteLove(cEngine* _engine, cDynamic* _owner, bool _loopanimation, float _lifetime);
void Start();
};
class cScript_EmoteSilence : public cScript
{
private:
cEngine* engine;
cDynamic* owner;
bool bLoopAnimation;
float fLifeTime;
public:
cScript_EmoteSilence(cEngine* _engine, cDynamic* _owner, bool _loopanimation, float _lifetime);
void Start();
};
class cScript_EmoteAlert : public cScript
{
private:
cEngine* engine;
cDynamic* owner;
bool bLoopAnimation;
float fLifeTime;
public:
cScript_EmoteAlert(cEngine* _engine, cDynamic* _owner, bool _loopanimation, float _lifetime);
void Start();
};
class cScript_EmoteConfusion : public cScript
{
private:
cEngine* engine;
cDynamic* owner;
bool bLoopAnimation;
float fLifeTime;
public:
cScript_EmoteConfusion(cEngine* _engine, cDynamic* _owner, bool _loopanimation, float _lifetime);
void Start();
};
class cScript_EmoteE : public cScript
{
private:
cEngine* engine;
cDynamic* owner;
bool bLoopAnimation;
float fLifeTime;
public:
cScript_EmoteE(cEngine* _engine, cDynamic* _owner, bool _loopanimation, float _lifetime);
void Start();
};
class cScript_SetDimm : public cScript
{
private:
int8_t nDimm;
cEngine* engine;
public:
cScript_SetDimm(cEngine* _engine, int _dimm);
void Start();
};
class cScript_ShowUI : public cScript
{
private:
cEngine* engine;
public:
cScript_ShowUI(cEngine* _engine);
void Start();
};
class cScript_HideUI : public cScript
{
private:
cEngine* engine;
public:
cScript_HideUI(cEngine* _engine);
void Start();
};
class cScript_DevGiveAndEqiupWeapon : public cScript
{
private:
cEngine* engine;
cWeapon* weapon;
public:
cScript_DevGiveAndEqiupWeapon(cEngine* _engine, cWeapon* _weapon);
void Start();
};
class cScript_Spawn : public cScript
{
private:
cEngine* engine;
cDynamic* dynamic;
public:
void Start();
cScript_Spawn(cEngine* _engine, cDynamic* _dyn);
};
class cScript_OpenOpenable : public cScript
{
private:
cEngine* engine;
cOpenable* dynamic;
public:
void Start();
cScript_OpenOpenable(cEngine* _engine, cOpenable* _dynamic);
};
class cScript_ShakeCameraLeaveCameraFreeAndDimmScreen : public cScript
{
private:
cEngine* engine;
float fShakeSpeed;
public:
cScript_ShakeCameraLeaveCameraFreeAndDimmScreen(cEngine* _engine, float time, bool playerincontrol = false, bool freeze_time = false);
void Start();
bool Update(float fElapsedTime);
};
class cScript_HealFor : public cScript
{
private:
cDynamicCreature* dynamic;
float fHealFor;
public:
void Start();
cScript_HealFor(cDynamicCreature* _dyn, float _healfor);
};
class cScript_SetMaxStamina : public cScript
{
private:
cEngine* engine;
float fNewMaxStamina;
public:
void Start();
cScript_SetMaxStamina(cEngine* _engine, float _newmaxstam);
};
class cScript_SetMaxHP : public cScript
{
private:
cDynamic* dyn;
float fNewMaxHP;
public:
void Start();
cScript_SetMaxHP(cDynamic*, float);
};