Tiberian Technologies Scripts Reference Revision: 9000
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jfwcine.h
1/* Renegade Scripts.dll
2 Copyright 2013 Tiberian Technologies
3
4 This file is part of the Renegade scripts.dll
5 The Renegade scripts.dll is free software; you can redistribute it and/or modify it under
6 the terms of the GNU General Public License as published by the Free
7 Software Foundation; either version 2, or (at your option) any later
8 version. See the file COPYING for more details.
9 In addition, an exemption is given to allow Run Time Dynamic Linking of this code with any closed source module that does not contain code covered by this licence.
10 Only the source code to the module(s) containing the licenced code has to be released.
11*/
12#pragma once
13class JFW_Zone_Play_Cinematic : public ScriptImpClass {
14 void Entered(GameObject *obj,GameObject *enterer);
15};
16
17class JFW_Death_Play_Cinematic : public ScriptImpClass {
18 void Killed(GameObject *obj,GameObject *killer);
19};
20
21class JFW_Timer_Play_Cinematic : public ScriptImpClass {
22 void Created(GameObject *obj);
23 void Timer_Expired(GameObject *obj,int number);
24};
25
26class JFW_Custom_Play_Cinematic : public ScriptImpClass {
27 void Custom(GameObject *obj,int type,int param,GameObject *sender);
28};
29
30class JFW_Customs_Play_Cinematic : public ScriptImpClass {
31 bool custom1;
32 bool custom2;
33 bool custom3;
34 bool custom4;
35 bool custom5;
36 bool custom6;
37 bool custom7;
38 bool custom8;
39 bool trigger;
40 void Created(GameObject *obj);
41 void Custom(GameObject *obj,int type,int param,GameObject *sender);
42 public: void Register_Auto_Save_Variables();
43};
44
45class JFW_Looping_Cinematic : public ScriptImpClass {
46 void Created(GameObject *obj);
47 void Timer_Expired(GameObject *obj,int number);
48};
49
50class JFW_Cinematic_Attack : public ScriptImpClass {
51 void Created(GameObject *obj);
52 void Action_Complete(GameObject *obj,int action_id,ActionCompleteReason complete_reason);
53};
54
55class JFW_Random_Timer_Play_Cinematic : public ScriptImpClass {
56 void Created(GameObject *obj);
57 void Timer_Expired(GameObject *obj,int number);
58};
59
60class JFW_Timer_Play_Random_Cinematic : public ScriptImpClass {
61 void Created(GameObject *obj);
62 void Timer_Expired(GameObject *obj,int number);
63};
64
65class JFW_Random_Timer_Play_Random_Cinematic : public ScriptImpClass {
66 void Created(GameObject *obj);
67 void Timer_Expired(GameObject *obj,int number);
68};
69
70class JFW_Cinematic_Attack_Position : public ScriptImpClass {
71 void Created(GameObject *obj);
72 void Action_Complete(GameObject *obj,int action_id,ActionCompleteReason complete_reason);
73};
74
75class JFW_Cinematic_Attack_Command : public ScriptImpClass {
76 void Created(GameObject *obj);
77 void Custom(GameObject *obj,int type,int param,GameObject *sender);
78};
79
80struct ControlLine {
81 float Frame;
82 char *Line;
83 ControlLine *Next;
84};
85
86class JFW_Cinematic : public ScriptImpClass {
87 unsigned int Slots[40];
88 unsigned int CallbackID;
89 unsigned int SyncTime;
90 float f1;
91 float f2;
92 bool PrimaryKilled;
93 bool CameraControl;
94 bool StartPaused;
95 char *CurrentLine;
96 ControlLine *Lines;
97 void Created(GameObject *obj);
98 void Start_Cinematic(GameObject* obj);
99 void Custom(GameObject *obj,int type,int param,GameObject *sender);
100 void Timer_Expired(GameObject *obj,int number);
101 void Save(ScriptSaver &saver);
102 void Load(ScriptLoader &loader);
103 void Load_Control_File(const char *file);
104 void Parse_Commands(GameObject *obj);
105 void Add_Control_Line(float frame,const char *line);
106 void Parse_Command(char *command);
107 char *Get_First_Parameter(char *command);
108 char *Get_Next_Parameter();
109 char *Get_Command_Parameter(char *command = NULL);
110 void Remove_Head_Control_Line();
111 bool Title_Match(char **commands,char *match);
112 void Command_Create_Object(char *command);
113 void Command_Create_Real_Object(char *command);
114 void Command_Add_Object(char *command);
115 void Command_Create_Explosion(char *command);
116 void Command_Destroy_Object(char *command);
117 void Command_Play_Animation(char *command);
118 void Command_Play_Complete_Animation(char *command);
119 void Command_Stop_Animation(char *command);
120 void Command_Play_Audio(char *command);
121 void Command_Control_Camera(char *command);
122 void Command_Send_Custom(char *command);
123 void Command_Attach_To_Bone(char *command);
124 void Command_Attach_Script(char *command);
125 void Command_Set_Primary(char *command);
126 void Command_Move_Slot(char *command);
127 void Command_Sniper_Control(char *command);
128 void Command_Shake_Camera(char *command);
129 void Command_Enable_Shadow(char *command);
130 void Command_Enable_Letterbox(char *command);
131 void Command_Set_Screen_Fade_Color(char *command);
132 void Command_Set_Screen_Fade_Opacity(char *command);
133 void Command_Show_Message(char* command);
134public:
135 JFW_Cinematic() {Lines = 0; CurrentLine = 0;}
136 ~JFW_Cinematic();
137};
138
139class JFW_Cinematic_Kill_Object : public ScriptImpClass {
140 void Created(GameObject *obj);
141};