the cutting room mirror

Fire Department 3

Fire Department 3 gives you the control of firefighting teams from France, Ukraine, the United States of America, Germany and the United Kingdom. You have 3 missions on each country.

Leftover Files and Folders#

Some files and folders used during development are still present on the disc.

Editor Folder#

Located in Fire Department 3\, this was a folder used during development that contained a mission and map editor. In the retail release, this folder is (obviously) empty.

Save Folder#

Located in Fire Department 3\, this folder is empty. Perhaps it was the folder where save files were located in earlier versions?

Pipo.txt#

Located in Fire Department 3\Data, this file contains nothing. The word "pipo" in French (game developer language) is used in this case to say "anything".

SourceControl.ini#

Located in Fire Department 3\Data\Config, this file was used during development to use a .ini file from a server.

[SOURCECONTROL]
CONNECTED=0
DATABASEPATH="\\don001\Music&Co\Dev\VSS\srcsafe.ini"
USERNAME=""
USERPASSWORD=""

WS_FTP.LOG#

Located in Fire Department 3\Data\Sound\Music, this file has a FTP transfer log.

2004.09.29 10:14 B d:\Fire2\Install\Data\Sound\Music\Fire Captain - Mission Event Music.mp3 <-- fd2sound /DigitalReality Fire Captain - Mission Event Music.mp3
2004.10.01 11:09 B \\don001\Fire2\DATA\GAME_DATA\Data\Sound\Music\Fire Captain - Defeat Music V2.mp3 <-- fd2sound /DigitalReality Fire Captain - Defeat Music V2.mp3

Debug.fnt#

Located in Fire Department 3\Data\Fonte, this file contains a font used during development.

There's quite a few development-related text here. They are riddled with typos.

GameCoreWidgetDefinitionDB.Ini#

Located in Fire Department 3\Data\Overlay, this file indicates how to use widget-related .ini files.

; *******************************************************************************************
;   Types d'objets actuellement définis
;      "WIDGET"
;      "BUTTON"
;      "COMBO"
;      "EDIT"
;      "CURVE"
;      "GROUP"
;      "HSCROLL"
;      "LIST"
;      "PROGRESS"
;      "RENDER"
;      "VSCROLL"
;
;   Liste des noms d'objets crées par la couche overlay désignés par le champ EQUIVALENT dans une section
;       D_MO_WIDGET_ROOT_OBJECT_NAME    "ROOT"
;       D_MOW_HS_BUTTON_LEFT            "HsBtnLeft"
;       D_MOW_HS_BUTTON_RIGHT           "HsBtnRight"
;       D_MOW_HS_BUTTON_THUMBTRACK      "HsBtnThmb"
;       D_MOW_VS_BUTTON_UP              "VsBtnUp"
;       D_MOW_VS_BUTTON_DOWN            "VsBtnDown"
;       D_MOW_VS_BUTTON_THUMBTRACK      "VsBtnThmb"
;       D_MOW_LB_VSCROLL                "LbVs"
;       D_MOW_CB_LISTBOX                "CbLb"
;       D_MOW_CB_EDIT                   "CbEdit"
;       D_MOW_CB_DEPLOY                 "CbBtnDeploy"
;
;       Cas spécifique pour l'insertion dans la listbox :
;       "Lyix" ou y représente le numéro de la ligne et x, la colonne
;       
;
;   Parametres (* = default)
;       TYPE                            Type of object to create
;       PARENT                          Parent of object to create
;       PRIORITY                        Priority of object [0..100]
;       ZPRIORITY                       Z priority of object [0,0..1,0]
;       EQUIVALENT                      Used to identify current object as an internal create object
;                                           (so this object is only updated)
;       X                               Position on X in parent area
;       Y                               Position on Y in parent area
;       WIDTH                           Width of object
;       HEIGHT                          Height of object
;       ou
;       SIZE                            x y width height  of object
;       VISIBLE                         Object visible or not [0..1]
;       ENABLE                          Object enable (ie valid) or not [0..1]
;       USER_MOVABLE                    User can move object with mouse
;       DRAG_AND_DROP                   NOT USED
;       BORDER_COLOR                    Define a border color
;       BACK_COLOR                      Define a back color
;       TEXTURE                         Texture name to use
;       TEXTURE_MOSAIC                  Texture to mosaic [0*..1]
;       TEXTURE_FRAME                   Frame in texture to use [0*..[
;       TEXT_COLOR                      Define a text color
;       TEXT_HEIGHT                     Height of text to display
;       TEXT_FONT                       Font filename to use
;       TEXT_JUSTIFY                    Combination : LEFT | RIGHT | X | UP | DOWN | Y | CENTER
;       TEXT                            Text to display
;       HINT                            Hint of object
;       USER_ID                         User defined ID
;       ALIGN_LEFT                      Align object on left side when resolution change [0..1]
;       ALIGN_UP                        Align object on up side when resolution change [0..1]
;       ALIGN_RIGHT                     Align object on right side when resolution change [0..1]
;       ALIGN_DOWN                      Align object on down side when resolution change [0..1]
;       ALIGN_CENTER                    Center object on parent [0..1]
;       ALIGN_USER_DEFINED              User defined center [0..1] generate OnGenericMessage ;                                        (E_MO_WIDGET_SUB_MESSAGE_SET_NEW_RESOLUTION, T_MO_WIDGET_RESOLUTION*, -1, -1, -1);
;   SOUND_ON_DOWN           Used for defined the sound to play on Action down
;   SOUND_ON_UP         Used for defined the sound to play on Action Up
;   SOUND_ON_DOWN_DISABLE       Used for defined the sound to play on Action Down and button is disable
;   SOUND_ON_UP_DISABLE     Used for defined the sound to play on Action Up and Widget is disable
;   SOUND_ON_VISIBLE        Used for defined the sound to play on Visible Action
;   SOUND_ON_HIDE           Used for defined the sound to play on Hide Action
;   SOUND_ON_ENABLE         Used for defined the sound to play on Enable Action
;   SOUND_ON_DISABLE        Used for defined the sound to play on Disable Action
;   SOUND_ON_FOCUS          Used for defined the sound to play on Focus Action
;
;   Parametres (BUTTON)
;       BTN_SUB_TYPE                    NORMAL* | SWITCH | CHECK_BOX
;       BTN_START_STATE                 DOWN | UP*
;
;   Parametres (EDIT)
;       EDIT_MAX_LENGTH                 Maximum length for edit
;       EDIT_TO_UPPER                   Convert to upper
;       EDIT_TO_LOWER                   Convert to lower
;       EDIT_TYPE                       NORMAL* | S32 | U32 | F32| ALPHA | ALPHANUM | FILENAME | IP
;
;   Parametres (GROUP)
;       GB_NO_EMPTY_SELECTION           User cannot unselect all buttons
;
;   Parametres (HSCROLL)
;       HS_POSITION                     Position in scroll bar
;       HS_RANGE                        Max range of scroll bar
;
;   Parametres (VSCROLL)
;       VS_POSITION                     Position in scroll bar
;       VS_RANGE                        Max range of scroll bar
;
;   Parametres (LISTBOX)
;       LB_VSCROLL_WIDTH                Width in pixels of scroll bar
;       LB_FIRST_LINE_SEPARATOR         Draw first line separator
;       LB_LINE_SEPARATOR               Draw all lines separator
;       LB_SELECTED_SEPARATOR_COLOR     Separator color
;       LB_SELECTED_LINE_COLOR          Selected line color
;       LB_HIGHLIGHT_LINE_COLOR         Color for highlight line
;       LB_HIGHLIGHT_CELL_COLOR         Color for highlight cell
;       LB_LINE_HEIGHT                  Height in pixels of each line
;       LB_NB_COLUMNS                   Number of columns
;       LB_COLUMNx_WIDTH                Width of each column (replace 'x' by [0..LB_NB_COLUMNS[
;
;   Parametres (COMBOBOX)
;       CB_REDUCED_HEIGHT               Size of edit text & deploy button when combo is reduced
;       CB_VSCROLL_WIDTH                Width of scroll bar
;       CB_LB_LINE_HEIGHT               Line height in listbox
;
;   Parametres (PROGRESSBAR)
;       PB_CURRENT_PROGRESS             Current progression
;       PB_MIN_PROGRESS                 Min progression ]..[ 0*
;       PB_MAX_PROGRESS                 Max progression
;       PB_VERTICAL                     Vertical draw [0..1]
;       PB_ZERO_CENTER                  Center draw on 0 [0..1]
;       PB_TEXTURE                      Texture name to use during progression
;       PB_TEXTURE_FRAME                Frame in object to use
;
;   Parametres (GRAPHICCURVES)
;       GC_MIN_SCALE                    Minimum scale for all curves
;       GC_MAX_SCALE                    Maximum scale for all curves
;       GC_AUTO_SCALE                   Adjust scale when going out of bounds [0..1]
;       GC_NB_CURVES                    Define number of curves to use
;       GC_SAMPLES_PER_CURVE            Number of sample to have in a curve
;       GC_UPDATE_TIME                  Time before scrolling curve to the left
;       GC_CURVEx_COLOR                 Define curve color
;       GC_CURVEx_VISIBLE               Define if a curve is visible or not
;
;   Parametres (RENDERVIEW)
;       RV_ZMIN                         Min Z value
;       RV_ZMAX                         Max Z value
;
; *******************************************************************************************

; *******************************************************************************************
; hiérarchie des widgets
;
; ROOT                     racine principale telle que définie par OverlayWidget
; |
; +-- MAINFRAME            frame principale regroupant toutes les widgets du jeu
;     |                    elle défini aussi la taille de l'écran pour gérer les changements
;     |                    de résolution dans OverlayWidget
;     |
;     +-- MESSAGEBOX       widget spéciale: peut shunter le fonctionnement du backdrop pour
;     |                    simuler le fonctionnement d'une boite de dialogue modale
;     |
;     +-- WORKSPACE        frame regroupant toutes les widgets propres aux différents modes
;         |                de jeu
;         |
;         +-- BACKDROP     une renderview pour y dessiner la vue 3D; attention! comme elle
;         |                est gérée par OverlayWidget il bien tenir de ses niveaux de
;         |                priorité d'affichage
;         |
;         +-- PANEL_...    tous les paneaux utilisés dans les différents modes de jeu
;         | 
;         +-- PAGE_...     toutes les pages utilisés dans les menus
;
; *******************************************************************************************

;---------------------------------------
[WID_MAINFRAME]
TYPE           = "WIDGET"
PARENT         = "ROOT"
PRIORITY       = 5
ZPRIORITY      = 0.95
SIZE           = 0 0 799 599
ALIGN_UP       = 1
ALIGN_DOWN     = 1
ALIGN_LEFT     = 1
ALIGN_RIGHT    = 1
;BORDER_COLOR   = 0 0 255 255
VISIBLE        = 1
ENABLE         = 1

;---------------------------------------
[WID_WORKSPACE]
TYPE           = "WIDGET"
PARENT         = "WID_MAINFRAME"
PRIORITY       = 10
ZPRIORITY      = 0.90
SIZE           = 0 0 799 599
ALIGN_UP       = 1
ALIGN_DOWN     = 1
ALIGN_LEFT     = 1
ALIGN_RIGHT    = 1
VISIBLE        = 1
ENABLE         = 1

; *******************************************************************************************
[#INCLUDE]
FILE0 = "./Common/Panel_MessageBox.Ini"
FILE1 = "./Game/MainGameinterface.Ini"
FILE2 = "./Menu/MainMenuInterface.Ini"

Below is a translated version of the ini file. Typos in French have been accordingly brought over to English for context.

; *******************************************************************************************
;   Object types currently defined
;      "WIDGET"
;      "BUTTON"
;      "COMBO"
;      "EDIT"
;      "CURVE"
;      "GROUP"
;      "HSCROLL"
;      "LIST"
;      "PROGRESS"
;      "RENDER"
;      "VSCROLL"
;
;   List of object names created by the overlay layer named by the equivalent entry in a section
;       D_MO_WIDGET_ROOT_OBJECT_NAME    "ROOT"
;       D_MOW_HS_BUTTON_LEFT            "HsBtnLeft"
;       D_MOW_HS_BUTTON_RIGHT           "HsBtnRight"
;       D_MOW_HS_BUTTON_THUMBTRACK      "HsBtnThmb"
;       D_MOW_VS_BUTTON_UP              "VsBtnUp"
;       D_MOW_VS_BUTTON_DOWN            "VsBtnDown"
;       D_MOW_VS_BUTTON_THUMBTRACK      "VsBtnThmb"
;       D_MOW_LB_VSCROLL                "LbVs"
;       D_MOW_CB_LISTBOX                "CbLb"
;       D_MOW_CB_EDIT                   "CbEdit"
;       D_MOW_CB_DEPLOY                 "CbBtnDeploy"
;
;       Specific case in listbox insertion:
;       "Lyix" where y represents the number of the x line, the column
;       
;
;   Parameters (* = default)
;       TYPE                            Type of object to create
;       PARENT                          Parent of object to create
;       PRIORITY                        Priority of object [0..100]
;       ZPRIORITY                       Z priority of object [0,0..1,0]
;       EQUIVALENT                      Used to identify current object as an internal create object
;                                           (so this object is only updated)
;       X                               Position on X in parent area
;       Y                               Position on Y in parent area
;       WIDTH                           Width of object
;       HEIGHT                          Height of object
;       ou
;       SIZE                            x y width height  of object
;       VISIBLE                         Object visible or not [0..1]
;       ENABLE                          Object enable (ie valid) or not [0..1]
;       USER_MOVABLE                    User can move object with mouse
;       DRAG_AND_DROP                   NOT USED
;       BORDER_COLOR                    Define a border color
;       BACK_COLOR                      Define a back color
;       TEXTURE                         Texture name to use
;       TEXTURE_MOSAIC                  Texture to mosaic [0*..1]
;       TEXTURE_FRAME                   Frame in texture to use [0*..[
;       TEXT_COLOR                      Define a text color
;       TEXT_HEIGHT                     Height of text to display
;       TEXT_FONT                       Font filename to use
;       TEXT_JUSTIFY                    Combination : LEFT | RIGHT | X | UP | DOWN | Y | CENTER
;       TEXT                            Text to display
;       HINT                            Hint of object
;       USER_ID                         User defined ID
;       ALIGN_LEFT                      Align object on left side when resolution change [0..1]
;       ALIGN_UP                        Align object on up side when resolution change [0..1]
;       ALIGN_RIGHT                     Align object on right side when resolution change [0..1]
;       ALIGN_DOWN                      Align object on down side when resolution change [0..1]
;       ALIGN_CENTER                    Center object on parent [0..1]
;       ALIGN_USER_DEFINED              User defined center [0..1] generate OnGenericMessage ;                                        (E_MO_WIDGET_SUB_MESSAGE_SET_NEW_RESOLUTION, T_MO_WIDGET_RESOLUTION*, -1, -1, -1);
;   SOUND_ON_DOWN           Used for defined the sound to play on Action down
;   SOUND_ON_UP         Used for defined the sound to play on Action Up
;   SOUND_ON_DOWN_DISABLE       Used for defined the sound to play on Action Down and button is disable
;   SOUND_ON_UP_DISABLE     Used for defined the sound to play on Action Up and Widget is disable
;   SOUND_ON_VISIBLE        Used for defined the sound to play on Visible Action
;   SOUND_ON_HIDE           Used for defined the sound to play on Hide Action
;   SOUND_ON_ENABLE         Used for defined the sound to play on Enable Action
;   SOUND_ON_DISABLE        Used for defined the sound to play on Disable Action
;   SOUND_ON_FOCUS          Used for defined the sound to play on Focus Action
;
;   Parameters (BUTTON)
;       BTN_SUB_TYPE                    NORMAL* | SWITCH | CHECK_BOX
;       BTN_START_STATE                 DOWN | UP*
;
;   Parameters (EDIT)
;       EDIT_MAX_LENGTH                 Maximum length for edit
;       EDIT_TO_UPPER                   Convert to upper
;       EDIT_TO_LOWER                   Convert to lower
;       EDIT_TYPE                       NORMAL* | S32 | U32 | F32| ALPHA | ALPHANUM | FILENAME | IP
;
;   Parameters (GROUP)
;       GB_NO_EMPTY_SELECTION           User cannot unselect all buttons
;
;   Parameters (HSCROLL)
;       HS_POSITION                     Position in scroll bar
;       HS_RANGE                        Max range of scroll bar
;
;   Parameters (VSCROLL)
;       VS_POSITION                     Position in scroll bar
;       VS_RANGE                        Max range of scroll bar
;
;   Parameters (LISTBOX)
;       LB_VSCROLL_WIDTH                Width in pixels of scroll bar
;       LB_FIRST_LINE_SEPARATOR         Draw first line separator
;       LB_LINE_SEPARATOR               Draw all lines separator
;       LB_SELECTED_SEPARATOR_COLOR     Separator color
;       LB_SELECTED_LINE_COLOR          Selected line color
;       LB_HIGHLIGHT_LINE_COLOR         Color for highlight line
;       LB_HIGHLIGHT_CELL_COLOR         Color for highlight cell
;       LB_LINE_HEIGHT                  Height in pixels of each line
;       LB_NB_COLUMNS                   Number of columns
;       LB_COLUMNx_WIDTH                Width of each column (replace 'x' by [0..LB_NB_COLUMNS[
;
;   Parameters (COMBOBOX)
;       CB_REDUCED_HEIGHT               Size of edit text & deploy button when combo is reduced
;       CB_VSCROLL_WIDTH                Width of scroll bar
;       CB_LB_LINE_HEIGHT               Line height in listbox
;
;   Parameters (PROGRESSBAR)
;       PB_CURRENT_PROGRESS             Current progression
;       PB_MIN_PROGRESS                 Min progression ]..[ 0*
;       PB_MAX_PROGRESS                 Max progression
;       PB_VERTICAL                     Vertical draw [0..1]
;       PB_ZERO_CENTER                  Center draw on 0 [0..1]
;       PB_TEXTURE                      Texture name to use during progression
;       PB_TEXTURE_FRAME                Frame in object to use
;
;   Parameters (GRAPHICCURVES)
;       GC_MIN_SCALE                    Minimum scale for all curves
;       GC_MAX_SCALE                    Maximum scale for all curves
;       GC_AUTO_SCALE                   Adjust scale when going out of bounds [0..1]
;       GC_NB_CURVES                    Define number of curves to use
;       GC_SAMPLES_PER_CURVE            Number of sample to have in a curve
;       GC_UPDATE_TIME                  Time before scrolling curve to the left
;       GC_CURVEx_COLOR                 Define curve color
;       GC_CURVEx_VISIBLE               Define if a curve is visible or not
;
;   Parameters (RENDERVIEW)
;       RV_ZMIN                         Min Z value
;       RV_ZMAX                         Max Z value
;
; *******************************************************************************************

; *******************************************************************************************
; widget hierarchy
;
; ROOT                     main root as defined by OverlayWidget
; |
; +-- MAINFRAME            main frame regrouping all of the game's widgets
;     |                    it also defines the size of the screen to handle loadings
;     |                    of resolution in OverlayWidget
;     |
;     +-- MESSAGEBOX       special widget: can shunt the backdrop's behavior to
;     |                    simulate the behavior of a modal dialog box
;     |
;     +-- WORKSPACE        frame grouping all widgets belonging to the different
;         |                game modes
;         |
;         +-- BACKDROP     a "renderview" to draw the 3D view; watch out! since it
;         |                is handled by OverlayWidget it well hold all its levels of
;         |                rendering priority
;         |
;         +-- PANEL_...    all panels used in different game modes
;         | 
;         +-- PAGE_...     all pages used in menus
;
; *******************************************************************************************

;---------------------------------------
[WID_MAINFRAME]
TYPE           = "WIDGET"
PARENT         = "ROOT"
PRIORITY       = 5
ZPRIORITY      = 0.95
SIZE           = 0 0 799 599
ALIGN_UP       = 1
ALIGN_DOWN     = 1
ALIGN_LEFT     = 1
ALIGN_RIGHT    = 1
;BORDER_COLOR   = 0 0 255 255
VISIBLE        = 1
ENABLE         = 1

;---------------------------------------
[WID_WORKSPACE]
TYPE           = "WIDGET"
PARENT         = "WID_MAINFRAME"
PRIORITY       = 10
ZPRIORITY      = 0.90
SIZE           = 0 0 799 599
ALIGN_UP       = 1
ALIGN_DOWN     = 1
ALIGN_LEFT     = 1
ALIGN_RIGHT    = 1
VISIBLE        = 1
ENABLE         = 1

; *******************************************************************************************
[#INCLUDE]
FILE0 = "./Common/Panel_MessageBox.Ini"
FILE1 = "./Game/MainGameinterface.Ini"
FILE2 = "./Menu/MainMenuInterface.Ini"

(Translations: Ltr121312)

OLD_ScriptAPI_Reference.txt#

This file on the folder Fire Department 3\Data\Script explains how to use an API script.





// =========================
// SYNCHRO
// =========================

// !!! Note !!! : these functions are only available in LATENT scripts

// -------------------------------------------------------------------------
s32 SYNC_WaitTime( f32& _fDuree)
// -------------------------------------------------------------------------
    // Stop script execution
    // _fDuree : duration in seconds (float)

// -------------------------------------------------------------------------
s32 SYNC_WaitInterfaceEvent( mcString& _strEvent)
// -------------------------------------------------------------------------
    // Stop script execution until specified interface event
    // _strEvent : interface event name
    //         SELECT
    //         TARGET   
    //         REQUEST_STATE
    //         CAMERA_MODE    
    //         CONTACT_BRIEFING_END    
    //         HOVER  
    //         LEAVE    
    //         START_CAMPAIGN    
    //         START_CINEMATIC_INTRO    
    //         START_CINEMATIC_BEGIN    
    //         START_CINEMATIC_END    
    //         END_CINEMATIC    
    //         START_MISSION    
    //         EXIT_PROGRAM    
    //         ERROR
    //         MISSION_COMPLETED

// -------------------------------------------------------------------------
s32 SYNC_WaitCharacterEvent( mcString& _strEntityName, mcString& _strEvent)
s32 SYNC_WaitFournitureEvent( mcString& _strEntityName, mcString& _strEvent)
// -------------------------------------------------------------------------
    // Stop script execution until specified entity event
    // _strEntityName : entity private name 
    // _strEvent : entity event name 
    //            TRAINING_REQUEST
    //            NEED_EFFECT_STARTING
    //            NEED_EFFECT_STOPING
    //            TASK_EFFECT_STARTING
    //            TASK_EFFECT_STOPING
    //            PASSION_EFFECT_STARTING
    //            PASSION_EFFECT_STOPING
    //            EFFECT_INTERRUPTED
    //            ACTION_START
    //            ACTION_END
    //            ACTION_INTERRUPT
    //            BODY_ADD_CLOTH
    //            BODY_REMOVE_CLOTH
    //            BODY_MORPH
    //            BODY_HEAD
    //            BODY_SKIN
    //            BODY_HAIR
    //            ZONE_ADD_ENTITY
    //            ZONE_REMOVE_ENTITY
    //            REMOVE_ENTITY_REQUEST
    //            ROOM_WALLCLASS
    //            ROOM_FLOORCLASS
    //            ROOM_OPENING
    //            ROOM_POSITION

// -------------------------------------------------------------------------
s32 SYNC_WaitCharacterEmptyPlayList( mcString& _strEntityName)
s32 SYNC_WaitContactEmptyPlayList( mcString& _strEntityName)
// -------------------------------------------------------------------------
    // Stop script execution until entity animation playlist is empty
    // _strEntityName : entity private name 



// =========================
// ENTITY POSITION
// =========================

// -------------------------------------------------------------------------
s32  ENTITY_GetPosition( mcString& _strEntityName, f32& _fX, f32& _fY)
// -------------------------------------------------------------------------
    // Get current entity position (in centimeter)
    // _strEntityName : Entity private name
    // _fX, _fY : current position (float)

// -------------------------------------------------------------------------
void ENTITY_SetPosition (mcString& _strEntityName, f32& _fX, f32& _fY)
// -------------------------------------------------------------------------
    // Fix entity position (in centimeter)
    // _strEntityName : Entity private name
    // _fX, _fY : new position (float)

// -------------------------------------------------------------------------
s32  ENTITY_GetGridPosition( mcString& _strEntityName, s32& _sX, s32& _sY)
// -------------------------------------------------------------------------
    // Get current entity grid position
    // _strEntityName : Entity private name
    // _sX, _sY : current grid position

// -------------------------------------------------------------------------
void ENTITY_SetGridPosition (mcString& _strEntityName, s32& _sX, s32& _sY)
// -------------------------------------------------------------------------
    // Fix entity grid position
    // _strEntityName : Entity private name
    // _sX, _sY : new grid position

// -------------------------------------------------------------------------
void ENTITY_SetOrientation (mcString& _strEntityName, mcString& _strOrientation)
// -------------------------------------------------------------------------
    // Fix entity orientation
    // _strEntityName : Entity private name
    // _strOrientation : NORTH, SOUTH, EAST, WEST

// -------------------------------------------------------------------------
void ENTITY_Turn (mcString& _strEntityName, mcString& _strOrientation)
// -------------------------------------------------------------------------
    // Rotate entity
    // _strEntityName : Entity private name
    // _strOrientation : R -> for a right turn
    //                   L -> for a left turn
    //                   B -> for a half turn

// -------------------------------------------------------------------------
void ENTITY_SetZ (mcString& _strEntityName, f32& _fZ)
// -------------------------------------------------------------------------
    // Fix entity Z position (in centimeter)
    // _strEntityName : Entity private name
    // _fZ : new Z position (float)


// =========================
// ENTITY ACCESS
// =========================
// -------------------------------------------------------------------------
s32 GetEntityUID(mcString& _strEntityName)
// -------------------------------------------------------------------------
    //return the UID of the entity named _strEntityName
// -------------------------------------------------------------------------
s32 GetEntityUIDNoWarning(mcString& _strEntityName)
// -------------------------------------------------------------------------
    //same function as above, but with no warning if the object does not exist.

// -------------------------------------------------------------------------
s32  ENTITY_FindByClassName ( mcString _strClassName )
// -------------------------------------------------------------------------
    // Returns the entity ID of an item by specifying its class name.
    // If there are multiple occurences of that item, the first one is
    // returned.
    // _strClassName : Classname.



// =========================
// EVENTS
// =========================

// -------------------------------------------------------------------------
void SendEvent ( mcString _strEventType, s32 _sEntityUID)
// -------------------------------------------------------------------------
    // Note : only 'RemoveEntity' event is supported

// -------------------------------------------------------------------------
s32 IsInterfaceEventOccured (mcString& _Param1)
// -------------------------------------------------------------------------
    // name of the event
    // return 1 if event occured

// -------------------------------------------------------------------------
void SendInterfaceEvent (mcString& _strEventName)
// -------------------------------------------------------------------------



// =========================
// CAMERAS
// =========================

// -------------------------------------------------------------------------
void SetCameraOnEntity ( s32 _sEntityUID, f32 _fZoom)
// -------------------------------------------------------------------------

// -------------------------------------------------------------------------
void SetCamera ( mcString _strWaypointName, f32 _fTravellingTime)
// -------------------------------------------------------------------------
    // WaypointName   : waypoint private name
    // TravellingTime : travelling time

// -------------------------------------------------------------------------
void SetCameraPosition ( f32 _X, f32 _Y, f32 _Z, f32 _TargetX, f32 _TargetY, f32 _TargetZ, s32 _bInterpolation)
// -------------------------------------------------------------------------
    // X,Y,Z          : Camera position
    // TargetX,Y,Z    : Camera target position
    // Interpolation  : 0 no interpolation, 1 use interpolation

// -------------------------------------------------------------------------
void SetCameraMode ( s32 _sCameraMode)
// -------------------------------------------------------------------------
    // CameraMode : 0 FREE, 1 PLAY_DEV, 2 PLAY, 3 PURSUIT, 4 TRACK, 5 CINEMATIC 



// =========================
// CINEMATICS
// =========================

// -------------------------------------------------------------------------
void CIN_FadeOut( f32& _fduration, s32& _stayBlack)
// -------------------------------------------------------------------------
    //fade from normal screen to black screen in _fduration secondes
    //_stayBlack : 1 keep black screen, 0 : fade out

// -------------------------------------------------------------------------
void CIN_FadeIn( f32& _fduration)
// -------------------------------------------------------------------------
    //fade from black screen to normal screen in _fduration secondes

// -------------------------------------------------------------------------
s32  CIN_PrintSubtitle( mcString& _strSpeaker, mcString& _strText)
// -------------------------------------------------------------------------
    // _strSpeaker : Speaker name keyloc
    // _strText    : Text key loc
    // (return nothing)

// -------------------------------------------------------------------------
s32  CIN_ClearSubtitle()
// -------------------------------------------------------------------------
    // Clear current speaker name and subtitle
    // (return nothing)



// =========================
// PANELS (INTERFACE)
// =========================

// -------------------------------------------------------------------------
void PANEL_SetInterfaceMode( mcString& _strMode)
// -------------------------------------------------------------------------
    // Change interface mode
    // _strMode : new mode
    //        PLAY
    //        BUY
    //        BUILDER
    //        SHOW
    //        CINEMATICS
    //        CHOREGRAPHY
    //        DANCERS
    //        DRESSING
    //        GARDEN
    //        CONTACTS

// -------------------------------------------------------------------------
void PANEL_ShowBriefingPanelCall(mcString& _LockKey)
// -------------------------------------------------------------------------
    // show the breifing panel with comment : _LockKey


// -------------------------------------------------------------------------
void PANEL_SetSpecialBackground( mcString& _BackgroundName)
// -------------------------------------------------------------------------
void PANEL_ClearSpecialBackground()
// -------------------------------------------------------------------------
    // Activate/Desactivate a special page background
    // Warning : you must call PANEL_ClearSpecialBackground before displaying a new panel/page


// =========================
// CONTACT / CHARACTER
// =========================


// -------------------------------------------------------------------------
void AddMoveAction( mcString& _strActor, s32& _sX, s32& _sY)
// -------------------------------------------------------------------------
    //_strActor  : private name of entity to perform the action
    //_sX : coord x of the square destination in the Grid
    //_sY : coord y of the square destination in the Grid


// -------------------------------------------------------------------------
void AddAction( mcString& _strActor, mcString& _strAction, mcString& _strTarget)
// -------------------------------------------------------------------------
    //_strActor  : private name of entity to perform the action
    //_strAction : name of the action on the item or Perso
    //_strTarget : name of the item or Perso target of the action

// -------------------------------------------------------------------------
void FlushAction( mcString& _strActor)
// -------------------------------------------------------------------------
    //_strActor : private name of entity to interrupt
    //this fonction flush the action stack

// -------------------------------------------------------------------------
void InterruptAction( mcString& _strActor)
// -------------------------------------------------------------------------
    //_strActor : private name of entity to interrupt
    //this fonction stop the action, and flush the animation associated !

// -------------------------------------------------------------------------
void StopAction(mcString& _strActor)
// -------------------------------------------------------------------------
    //_strActor : private name of entity to interrupt
    //this fonction stop the action, butlet the animation associeted until end !


// -------------------------------------------------------------------------
s32 IsContactPlayListEmpty (s32& _Param1)
// -------------------------------------------------------------------------
    //_param1 : entity's ID
    // return 1 if playlist is empty

// -------------------------------------------------------------------------
s32 IsCharacterPlayListEmpty (s32& _Param1)
// -------------------------------------------------------------------------
    //_param1 : entity's ID
    // return 1 if playlist is empty

// -------------------------------------------------------------------------
void AddFaceAnimToActor(mcString& _strActorName, mcString& _strAnimName, s32& _sMode)
// -------------------------------------------------------------------------
    //_strActorName : private name of entity
    //_strAnimName : anim name
    //_sMode : -1 LOOP, 0 HOLD, (1 ... n) REPEAT

// -------------------------------------------------------------------------
void NextFaceActorAnim(mcString& _strActorName)
// -------------------------------------------------------------------------
    //_strActorName : private name of entity

// -------------------------------------------------------------------------
void FlushFaceActorAnimPlayList(mcString& _strActorName)
// -------------------------------------------------------------------------
    //_strActorName : private name of entity


// -------------------------------------------------------------------------
void AddAnimToActor(mcString& _strActorName, mcString& _strAnimeName, s32& _sMode)
// -------------------------------------------------------------------------
    //_strActorName : private name of entity
    //_strAnimName : anim name
    //_sMode : -1 LOOP, 0 HOLD, (1 ... n) REPEAT

// -------------------------------------------------------------------------
void NextActorAnim(mcString& _strActorName)
// -------------------------------------------------------------------------
    //_strActorName : private name of entity

// -------------------------------------------------------------------------
void FlushActorAnimPlayList(mcString& _strActorName)
// -------------------------------------------------------------------------
    //_strActorName : private name of entity

// -------------------------------------------------------------------------
void AddAnimToItem(mcString& _strItemName, mcString& _strAnimeName, s32& _sMode)
// -------------------------------------------------------------------------
    //_strItemName : private name of entity
    //_strAnimName : anim name
    //_sMode : -1 LOOP, 0 HOLD, (1 ... n) REPEAT

// -------------------------------------------------------------------------
void FlushItemAnimPlayList(mcString& _strItemName)
// -------------------------------------------------------------------------
    //_strItemName : private name of entity

// =========================
// SOUND
// =========================

// -------------------------------------------------------------------------
void SOUND_EnableAmbientShuffle(s32& _Enable);
// -------------------------------------------------------------------------
    // enables or disables the ambient music shuffle

// -------------------------------------------------------------------------
void SOUND_PlayMusic(mcString& _strStreamMusic);
// -------------------------------------------------------------------------
    // read stream music

// -------------------------------------------------------------------------
void SOUND_StopMusic();


// -------------------------------------------------------------------------
// -------------------------------------------------------------------------
void SOUND_SetMusicVolume(f32& _fVolume);
// -------------------------------------------------------------------------
    // f32 volume of music


// -------------------------------------------------------------------------
void SOUND_PlaySound2D(mcString& _strSoundLabel);
// -------------------------------------------------------------------------
    // _strSoundLabel : Label of the sound to play

// -------------------------------------------------------------------------
void SOUND_FadeSound2D(mcString& _strSoundLabel, f32& _fDuration);
// -------------------------------------------------------------------------
    // _strSoundLabel : Label of the sound to fade
    // _fDuration : duration of fade

// -------------------------------------------------------------------------
void SOUND_StopSound2D(mcString& _strSoundLabel);
// -------------------------------------------------------------------------
    // _strSoundLabel : Label of the sound to stop



// =========================
// IA
// =========================

// -------------------------------------------------------------------------
void DisableIA()
// -------------------------------------------------------------------------

// -------------------------------------------------------------------------
void EnableIA()
// -------------------------------------------------------------------------



// =========================
// CHOREGRAPHY
// =========================

// -------------------------------------------------------------------------
mcBool ClearChoregraphy ()
// -------------------------------------------------------------------------

// -------------------------------------------------------------------------
mcBool AddGoodyMusic  ( mcString _strGoodyName)
// -------------------------------------------------------------------------

// -------------------------------------------------------------------------
mcBool AddGoodyStep   ( s32 _sLine, s32 _sStep, mcString _strGoodyName)
mcBool AddGoodyEffect ( s32 _sLine, s32 _sStep, mcString _strGoodyName)
// -------------------------------------------------------------------------
    // Line      : choregraphy line ( 1 - 3 )
    // Step      : line step ( 1 - 8 )
    // GoodyName : goody class name



// =========================
// WIDGET & TUTORIAL
// =========================

// -------------------------------------------------------------------------
void WIDGET_TutorialPrompt ( mcString _strText, s32 _sShowOkButton, s32 _sModal)
// -------------------------------------------------------------------------
    // Displays the tutorial non-modal message box
    // _strText : Text to be displayed. if starting with '&', _strText
    //        is considered as a localization key.
    // _sShowOkButton : To display/hide the "Ok" button.
    // _sModal : Panel is modal or not

// -------------------------------------------------------------------------
void WIDGET_SetText ( mcString _strWidgetName, mcString _strText )
// -------------------------------------------------------------------------
    // Displays the tutorial non-modal message box
    // _strWidgetName : Name of the target widget.
    // _strText : Text to be displayed. if starting with '&', _strText
    //        is considered as a localization key.

// -------------------------------------------------------------------------
void WIDGET_SetVisible ( mcString _strWidgetName, s32 _bVisible )
// -------------------------------------------------------------------------
    // Show or hide a widget (and its children).
    // _strWidgetName : Name of the target widget.
    // _bVisible    : 0 to hide, 1 to show the widget.

// -------------------------------------------------------------------------
void WIDGET_SetEnable ( mcString _strWidgetName, s32 _bEnable )
// -------------------------------------------------------------------------
    // Enable or disable a widget (and its children).
    // _strWidgetName : Name of the target widget.
    // _bEnable     : 0 to disable, 1 to enable the widget.

// -------------------------------------------------------------------------
void WIDGET_SetPosition ( mcString _strWidgetName, f32 _fX, f32 _fY )
// -------------------------------------------------------------------------
    // Move a widget to the desired location.
    // _strWidgetName : Name of the target widget.
    // _fX, _fY     : Coordinates of the desired location for the widget,
    //        expressed in pixels. The origin of the screen is
    //        the top left corner.

// -------------------------------------------------------------------------
void WIDGET_SetPositionRelative ( mcString _strWidgetName, f32 _fX, f32 _fY, mcString _strRefWidgetName )
// -------------------------------------------------------------------------
    //  Same as WIDGET_SetPosition except the x and y coordinates of
    //  _strRefWidgetName are added. Used for high resolution settings
    //  in page displays

// -------------------------------------------------------------------------
s32  SYNC_WaitWidgetEvent( mcString _strWidget, mcString _strEvent )
// -------------------------------------------------------------------------

// -------------------------------------------------------------------------
s32  WIDGET_IsInterfaceEventOccured ( mcString _strWidgetName, mcString _strEvent )
// -------------------------------------------------------------------------
    // Returns 1 if the specified event occurred on the specified widget.
    // Otherwise, returns 0.
    // _strWidgetName : Name of the target widget.
    // _strEvent    : Event to look for, can be : "WidgetActionDown",
    //        "WidgetActionUp", "WidgetOverRoll", "WidgetBecomeVisible"
    //        and "WidgetBecomeEnable".

// -------------------------------------------------------------------------
void WIDGET_Highlight ( mcString _strWidgetName, s32 _bOneShot )
// -------------------------------------------------------------------------
    // Displays a blinking texture over the specified widget.
    // _strWidgetName : Name of the target widget.
    // _bOneShot    : if 1, the blinking occurs only one time.
    //        Otherwise, it loops.

// -------------------------------------------------------------------------
void WIDGET_StopHighlight ( mcString _strWidgetName )
// -------------------------------------------------------------------------
    // Hides the blinking texture over the specified widget.
    // _strWidgetName : Name of the target widget.

// -------------------------------------------------------------------------
s32  SYNC_WaitBuilderEvent( mcString _rstrEvent, mcString _strObject )
// -------------------------------------------------------------------------
    // Returns when the specified event occurred on the specified widget.
    // _rstrEvent   : Event to look for, can be : "RoomCreated",
    //        "ItemBought", "FloorChanged", "DoorBought",
    //        "WindowBought" or "WallpaperChanged".
    // _rstrObject  : if "ItemBought" is the event to look for, _rstrObject
    //        can be used to specify the object to be bought.
    //        if _rstrObject is "" then the event occurs whatever
    //        object has been bought.

// -------------------------------------------------------------------------
s32  BUILDER_IsEventOccured ( mcString _rstrEvent, mcString _rstrObject )
// -------------------------------------------------------------------------
    // Returns 1 if the specified event occurred on the specified widget.
    // Otherwise, returns 0.
    // _rstrEvent   : Event to look for, can be : "RoomCreated",
    //        "ItemBought" or "WallpaperChanged".
    // _rstrObject  : if "ItemBought" is the event to look for, _rstrObject
    //        can be used to specify the object to be bought.
    //        if _rstrObject is "" then the event occurs whatever
    //        object has been bought.

// -------------------------------------------------------------------------
void BUILDER_SetRoomRange ( f32 _fMin, f32 _fMax)
// -------------------------------------------------------------------------
    // Sets the min and max size allowed for room creation.
    // _fMin    : Minimum size.
    // _fMax    : Guess!

// -------------------------------------------------------------------------
void ACTOR_SetNeed ( mcString _strActor, mcString _strNeed, f32 _fValue )
// -------------------------------------------------------------------------
    // Sets the specified need of the specified actor to the specified
    // value.
    // _strActor    : Actor to set need. 
    // _strNeed : Need to set.
    // _fValue  : New value for the need.

// -------------------------------------------------------------------------
s32  SYNC_WaitActionSelected( mcString _strAction )
// -------------------------------------------------------------------------
    // Returns when the specified action has been selected.
    // _strAction   : Action (on a character or item) to be selected.

// -------------------------------------------------------------------------
s32  ACTION_IsEventOccured ( mcString _strAction )
// -------------------------------------------------------------------------
    // Returns 1 if the specified action has been selected.
    // Otherwise, returns 0.
    // _strAction   : Action (on a character or item) to be selected.

// -------------------------------------------------------------------------
s32  SYNC_WaitGoodySelected( mcString _strGoody )
// -------------------------------------------------------------------------
    // Returns when the specified goody has been selected.
    // _strGoody    : Goody to be selected.

// -------------------------------------------------------------------------
s32  ACTION_IsGoodySelected ( mcString _strGoody )
// -------------------------------------------------------------------------
    // Returns 1 if the specified goody has been selected.
    // Otherwise, returns 0.
    // _strGoody    : Goody to be selected.

// -------------------------------------------------------------------------
s32  SYNC_WaitTrainingCompleted()
// -------------------------------------------------------------------------
    // Returns when all tasks of the current training have been completed.

// -------------------------------------------------------------------------
s32  SYNC_WaitTaskCompleted( mcString _strTask )
// -------------------------------------------------------------------------
    // Returns when the specified task has been completed.
    // _rstrTask    : Task to be completed.

// -------------------------------------------------------------------------
s32  TASK_IsEventOccured ( mcString& _rstrTask )
// -------------------------------------------------------------------------
    // Returns 1 if the specified task has been completed.
    // Otherwise, returns 0.
    // _rstrTask    : Task to be completed.

// -------------------------------------------------------------------------
f32  BAND_GetPassion ()
// -------------------------------------------------------------------------
    // Returns the value of the public's passion for the Band.

//-----------------------------------------------------------------------------
void BAND_SetPassion ( f32& _rfValue )
// -------------------------------------------------------------------------
    // Sets the value of the public's passion for the Band.
    // _rfValue     : New passion value.

//-----------------------------------------------------------------------------
void WIDGET_HighlightLB ( mcString& _rstrWidget, s32& _rsLine, s32& _rsCol, s32& _rbOneShot )
//-----------------------------------------------------------------------------
    // Displays a blinking texture over the specified listBox element.
    // _strWidget   : Name of the target listbox.
    // _rsLine  : Line of the listbox element to be highlighted.
    // _rsCol   : Column of the listbox element to be highlighted.
    // _bOneShot    : if 1, the blinking occurs only one time.
    //        Otherwise, it loops.

//-----------------------------------------------------------------------------
void WIDGET_StopHighlightLB ( mcString& _rstrWidget, s32& _rsLine, s32& _rsCol )
//-----------------------------------------------------------------------------
    // Hides the blinking texture over the specified listBox element.
    // _strWidget   : Name of the target listbox.
    // _rsLine  : Line of the listbox element to be highlighted.
    // _rsCol   : Column of the listbox element to be highlighted.

//-----------------------------------------------------------------------------
s32  WIDGET_IsInterfaceEventOccuredLB ( mcString& _rstrWidget, s32& _rsLine, s32& _rsCol, mcString& _rstrEvent)
//-----------------------------------------------------------------------------
    // Returns 1 if the specified event occurred on the specified widget.
    // Otherwise, returns 0.
    // _strWidget   : Name of the target listbox.
    // _rsLine  : Line of the listbox element to be highlighted.
    // _rsCol   : Column of the listbox element to be highlighted.
    // _strEvent    : Event to look for, can be : "WidgetActionDown",
    //        "WidgetActionUp", "WidgetOverRoll", "WidgetBecomeVisible"
    //        and "WidgetBecomeEnable".

//-----------------------------------------------------------------------------
void    BUILDER_SetAtmosphereEnable( s32& _rbEnable)
//-----------------------------------------------------------------------------
    // Enables or disables the room style panel.

//-----------------------------------------------------------------------------
void    BUILDER_SetBuilderNavigationEnables32& _rbEnable)
//-----------------------------------------------------------------------------
    // Enables or disables the builder navigation system

//-----------------------------------------------------------------------------
void    BAND_SetPassionEnable( s32& _rbEnable)
//-----------------------------------------------------------------------------
    // Enables or disables the passion system (Passion decrease and impact on
    // the Contact button.)

//-----------------------------------------------------------------------------
void    WIDGET_SetKeyboardFocus( mcString& _rstrWidget, s32& _rsFocus)
//-----------------------------------------------------------------------------
    // Gives/releases the keyboard focus to/from an EditBox.
    // _rstrWidget  : Name of the target editbox.
    // _rsFocus : 1 to give the focus, 0 to release it.

//-----------------------------------------------------------------------------
s32  SYNC_WaitTrainingCompleted()
//-----------------------------------------------------------------------------
    // Wait for a training to complete.

//-----------------------------------------------------------------------------
s32  SYNC_WaitMissionCompleted()
//-----------------------------------------------------------------------------
    // Wait for all the objectives of the current mission to be completed.

//-----------------------------------------------------------------------------
void     IA_SetPathFollowingActivate ( mcString& _strEntityName, s32& _sVal )
//-----------------------------------------------------------------------------
    // if _val = 0 desactivate _strEntityName's PathFollowing (perso don't avoid other perso moving)

//-----------------------------------------------------------------------------
void     IA_SetPathFindingActivate ( mcString& _strEntityName, s32& _sVal )
//-----------------------------------------------------------------------------
    // if _val = 0 desactivate _strEntityName's PathFinding (perso move in straight line)

// -------------------------------------------------------------------------
void    BUILDER_EnableSellItem( s32 _sEnable)
// -------------------------------------------------------------------------
    // Enable/Disable the possibility to sell items...

ScriptAPI_Reference.txt#

This file in the folder Fire Department 3\Data\Script explains how to use the API script. It has references to the game's predecessor.

Montectristo - Fire Departement 2

Engine Script Function help file.
File auto generated by "Fire Department 2 Editor" (Debug), version 0.09d
Autogenerated on 6/4/2004 at 10:57:23,280


//##########################################################################
//###                                                                    ###
//###    IA SCRIPTS
//###                                                                    ###
//##########################################################################

Handle all scripts concerning IA.
All functions are indexed with "IA"





//##########################################################################
//###                                                                    ###
//###    TRIGGER SCRIPTS
//###                                                                    ###
//##########################################################################

Handle all scripts concerning triggers.
All functions are indexed with "TRG"





//##########################################################################
//###                                                                    ###
//###    FIRE SCRIPTS
//###                                                                    ###
//##########################################################################

Handle all scripts concerning hotpoints, smokepoints, and fire management.
All functions are indexed with "FIR"


//--------------------------------------------------------------------------
//    FIR_HPEnable
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : The hotpoint or group ID.
s32 : Activity to set (0 or 1)

// REMARKS
//--------------

Enable or disable hotpoints



//--------------------------------------------------------------------------
//    FIR_HPGetGrowthRate
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

f32: the growth rate of provided hotpoint, or the sum of growth rates of hotpoints of the group

// PARAMETERS
//--------------

EntityID : The hotpoint or group ID.

// REMARKS
//--------------

Permit to read growth rate of a hotpoints group or a single hotpoint



//--------------------------------------------------------------------------
//    FIR_HPGetIntensity
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

f32 : Current intensity of provided hotpoint, or sum of intensity of provided group

// PARAMETERS
//--------------

EntityID : The hotpoint or group ID.

// REMARKS
//--------------

Return the current intensity of the provided hotpoint, or the sum of current intensity of provided group



//--------------------------------------------------------------------------
//    FIR_HPIsEnable
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

s32 : The number of enabled hotpoints in the provided group

// PARAMETERS
//--------------

EntityID : The hotpoint or group ID.

// REMARKS
//--------------

Returns the activity state of a hotpoint, or a group of hotpoints. Return the number of hotpoint actually activated.
(if a hotpoint is specified, returns 0 or 1)



//--------------------------------------------------------------------------
//    FIR_HPMultGrowthRate
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : The hotpoint or group ID.
f32 : Multiplier

// REMARKS
//--------------

Multiply the growth rate of every hotpoint of the provided group by the provided multiplier



//--------------------------------------------------------------------------
//    FIR_HPSetIntensity
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : The hotpoint or group ID.
f32 : New intensity to set

// REMARKS
//--------------

Set the current intensity of the provided hotpoint or of all hotpoints in the provided group



//--------------------------------------------------------------------------
//    FIR_WGetDirection
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

f32 &X,&Y,&Z : Variables filled with the wind direction

// REMARKS
//--------------

Permit to read the wind direction



//--------------------------------------------------------------------------
//    FIR_WGetSize
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

f32 : The wind size (<=>power)

// PARAMETERS
//--------------

None

// REMARKS
//--------------

Retrieves the wind size (<=> Power)



//--------------------------------------------------------------------------
//    FIR_WSetDirection
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

f32 X,Y,Z : The new wind direction

// REMARKS
//--------------

Permit to set the wind direction



//--------------------------------------------------------------------------
//    FIR_WSetSize
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None)

// PARAMETERS
//--------------

f32 : New wind size

// REMARKS
//--------------

Set the wind size (<=> Power)






//##########################################################################
//###                                                                    ###
//###    SCRIPT SCRIPTS
//###                                                                    ###
//##########################################################################

Handle all scripts concerning script engine mangement.
All functions are indexed with "SCR"


//--------------------------------------------------------------------------
//    SCR_GetVarF32
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

f32 : The value of the variable

// PARAMETERS
//--------------

mcString : the name of the variable to retrieve

// REMARKS
//--------------

Retrieve the value of the provided variable



//--------------------------------------------------------------------------
//    SCR_GetVarS32
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

s32 : The value of the variable

// PARAMETERS
//--------------

mcString : the name of the variable to retrieve

// REMARKS
//--------------

Retrieve the value of the provided variable



//--------------------------------------------------------------------------
//    SCR_GetVarString
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

mcString : The value of the variable

// PARAMETERS
//--------------

mcString : the name of the variable to retrieve

// REMARKS
//--------------

Retrieve the value of the provided variable



//--------------------------------------------------------------------------
//    SCR_IsRunning
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

mcBool : Wheter the specified script is currently running as mission script

// PARAMETERS
//--------------

mcString _strFunctionName:
A script function name



//--------------------------------------------------------------------------
//    SCR_RunDelayed
//--------------------------------------------------------------------------

// PARAMETERS
//--------------

mcString _strFunctionName:
A script function name

f32 _fDelayDuration:
A duration in seconds

// REMARKS
//--------------

Run the specified script function in delay mode.
The function immediatly return and put the script function in a queue in order to run it at delay expiration



//--------------------------------------------------------------------------
//    SCR_SetVarF32
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

mcString : the variable name to set

f32 : the value

// REMARKS
//--------------

Set the value of a f32 global variable. If the variable does not exists, it is created



//--------------------------------------------------------------------------
//    SCR_SetVarS32
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

mcString : the variable name to set

f32 : the value

// REMARKS
//--------------

Set the value of a s32 global variable. If the variable does not exists, it is created



//--------------------------------------------------------------------------
//    SCR_SetVarString
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

mcString : the variable name to set
f32 : the value

// REMARKS
//--------------

Set the value of a string global variable. If the variable does not exists, it is created



//--------------------------------------------------------------------------
//    SCR_VarExists
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

mcBool : Wheter specified variable exists or not

// PARAMETERS
//--------------

mcString : the name of the variable to retrieve

// REMARKS
//--------------

Check the existence of a variable






//##########################################################################
//###                                                                    ###
//###    UTILS SCRIPTS
//###                                                                    ###
//##########################################################################

Handle all scripts that cannot fit into other section.
All functions are indexed with "UTL"


//--------------------------------------------------------------------------
//    UTL_GetDeltaGameTime
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

f32 : Delta time

// PARAMETERS
//--------------

None

// REMARKS
//--------------

Get last delta Time (game time)



//--------------------------------------------------------------------------
//    UTL_GetGameTime
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

f32 : Game time

// PARAMETERS
//--------------

None

// REMARKS
//--------------

Return current game time



//--------------------------------------------------------------------------
//    UTL_GetRandom
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

f32 : a random number between 0 and 1

// PARAMETERS
//--------------

None

// REMARKS
//--------------

Get a random number






//##########################################################################
//###                                                                    ###
//###    ENTITY SCRIPTS
//###                                                                    ###
//##########################################################################

Handle all scripts concerning entities.
All functions are indexed with "ENT"


//--------------------------------------------------------------------------
//    ENT_AddDamage
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : The entity you want to modify
f32 Value to add (can be negative to remove some life)

// REMARKS
//--------------

Add some damage to the specified entity



//--------------------------------------------------------------------------
//    ENT_AddReserve
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : The entity you want to modify
f32 Value to add (can be negative to remove some reserve)

// REMARKS
//--------------

Add some reserve to the specified entity



//--------------------------------------------------------------------------
//    ENT_AddStamina
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : The entity you want to modify
f32 Value to add (can be negative to remove some stamina)

// REMARKS
//--------------

Add some stamina to the specified entity



//--------------------------------------------------------------------------
//    ENT_Create
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

EntityID : the id of the created entity

// PARAMETERS
//--------------

mcString : Class name to create entity upon
f32 X,Y,Z : Position to create entity at

// REMARKS
//--------------

Create an entity upon provided class, and insert it in the world at the provided position



//--------------------------------------------------------------------------
//    ENT_Destroy
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : the id of the entity to destroy

// REMARKS
//--------------

Removes an entity from the world



//--------------------------------------------------------------------------
//    ENT_FindByClassName
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

EntityID : ID of the found entity. Returns 0 if not found

// PARAMETERS
//--------------

mcString : The Class name of the entity you are searching for.

// REMARKS
//--------------

Return the ID of the first entity matching the provided class name



//--------------------------------------------------------------------------
//    ENT_FindByName
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

EntityID : ID of the found entity. Returns 0 if not found

// PARAMETERS
//--------------

mcString : The name of the entity you are searching for.

// REMARKS
//--------------

Return the ID of the entity matching the provided name



//--------------------------------------------------------------------------
//    ENT_ForceState
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : the id of the entity to switch state of
mcString& : the new state

// REMARKS
//--------------

Force the logical state of an entity



//--------------------------------------------------------------------------
//    ENT_GetClass
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : the id of the entity to retrieve class name of
mcString& : the retrieved name

// REMARKS
//--------------

Removes an entity from the world



//--------------------------------------------------------------------------
//    ENT_GetGridPosition
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

mEntityID : Entity to retrieve position of
s32& : Retrieved X position
s32& : Retrieved Y position

// REMARKS
//--------------

Retrieve the (X,Y) position of the given entity in grid coordinates.
The function raise an assert in case of failure, and returns (0,0)



//--------------------------------------------------------------------------
//    ENT_GetName
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : The entity you want to retrieve name of
mcString& : Filled with the name

// REMARKS
//--------------

Retrieve the name of a specific entity



//--------------------------------------------------------------------------
//    ENT_GetOrientation
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

The orientation

// PARAMETERS
//--------------

EntityID : Entity to retrieve orientation of

// REMARKS
//--------------

Get the orientation (Z rotation) of the given entity (in [0;2PI[).
The function raise an assert in case of failure



//--------------------------------------------------------------------------
//    ENT_GetPosition
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : Entity to retrieve position of
f32& : Retrieved X position
f32& : Retrieved Y position

// REMARKS
//--------------

Retrieve the (X,Y) position of the given entity in world coordinates.
The function raise an assert in case of failure, and returns (0,0)



//--------------------------------------------------------------------------
//    ENT_GetPropertyValueF32
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : The entity that owns the property set
mcString : Category
mcString : property name
mcString Value

// REMARKS
//--------------

Retrieve the value of a specific property in an entity propertyset



//--------------------------------------------------------------------------
//    ENT_GetPropertyValueS32
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : The entity that owns the property set
mcString : Category
mcString : property name
s32 Value

// REMARKS
//--------------

Retrieve the value of a specific property in an entity propertyset



//--------------------------------------------------------------------------
//    ENT_GetPropertyValueString
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : The entity that owns the property set
mcString : Category
mcString : property name
f32 Value

// REMARKS
//--------------

Retrieve the value of a specific property in an entity propertyset



//--------------------------------------------------------------------------
//    ENT_GetState
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : the id of the entity to retrieve the state of
mcString& : the retrieved state

// REMARKS
//--------------

Removes an entity from the world



//--------------------------------------------------------------------------
//    ENT_GetZ
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

The elevation

// PARAMETERS
//--------------

EntityID : Entity to retrieve eleveation of

// REMARKS
//--------------

Get the elevation (Z position) of the given entity.
The function raise an assert in case of failure



//--------------------------------------------------------------------------
//    ENT_GroupGetEntityAt
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

EntityID : The requested entity

// PARAMETERS
//--------------

EntityID : The group you want to access
s32 : the index of the entity requested

// REMARKS
//--------------

Retrieve a specific entity inside a group



//--------------------------------------------------------------------------
//    ENT_GroupGetNbEntities
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

s32 : The number of entities inside the group

// PARAMETERS
//--------------

EntityID : A group ID

// REMARKS
//--------------

This function returns the number of entitesinside a group.



//--------------------------------------------------------------------------
//    ENT_SetDamage
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : The entity you want to modify
f32 New damage Value

// REMARKS
//--------------

Set the damage of the specified entity



//--------------------------------------------------------------------------
//    ENT_SetGridPosition
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : Entity to set position of
s32 : New X position
s32& : New Y position

// REMARKS
//--------------

Set the (X,Y) position of the given entity in grid coordinates.
Elevation is auto computed to make entity stick to ground.
The function raise an assert in case of failure



//--------------------------------------------------------------------------
//    ENT_SetOrientation
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : Entity to set orientation of
f32 : New orientation, in radian

// REMARKS
//--------------

Set the orientation (Z rotation) of the given entity.
The function raise an assert in case of failure



//--------------------------------------------------------------------------
//    ENT_SetPosition
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : Entity to set position of
f32 : New X position
f32& : New Y position

// REMARKS
//--------------

Set the (X,Y) position of the given entity in world coordinates.
Elevation is auto computed to make entity stick to ground.
The function raise an assert in case of failure



//--------------------------------------------------------------------------
//    ENT_SetPropertyValueF32
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : The entity that owns the property set
mcString : Category
mcString : property name
mcString Value

// REMARKS
//--------------

Set the value of a specific property in an entity propertyset



//--------------------------------------------------------------------------
//    ENT_SetPropertyValueS32
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : The entity that owns the property set
mcString : Category
mcString : property name
s32 Value

// REMARKS
//--------------

Set the value of a specific property in an entity propertyset



//--------------------------------------------------------------------------
//    ENT_SetPropertyValueString
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : The entity that owns the property set
mcString : Category
mcString : property name
f32 Value

// REMARKS
//--------------

Set the value of a specific property in an entity propertyset



//--------------------------------------------------------------------------
//    ENT_SetReserve
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : The entity you want to modify
f32 New reserve Value

// REMARKS
//--------------

Set the reserve of the specified entity



//--------------------------------------------------------------------------
//    ENT_SetStamina
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : The entity you want to modify
f32 New stamina Value

// REMARKS
//--------------

Set the stamina of the specified entity



//--------------------------------------------------------------------------
//    ENT_SetZ
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : Entity to set elevation of
f32 : New elevation

// REMARKS
//--------------

Set the elevation (Z position) of the given entity.
The function raise an assert in case of failure



//--------------------------------------------------------------------------
//    ENT_SwitchState
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : the id of the entity to switch state of

// REMARKS
//--------------

Switch the logical state of an entity






//##########################################################################
//###                                                                    ###
//###    SOUND SCRIPTS
//###                                                                    ###
//##########################################################################

Handle all scripts concerning sounds.
All functions are indexed with "SND"





//##########################################################################
//###                                                                    ###
//###    ANIMATION SCRIPTS
//###                                                                    ###
//##########################################################################

Handle all scripts concerning animations.
All functions are indexed with "ANM"


//--------------------------------------------------------------------------
//    ANM_Play
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : Entity to play anim on
mcString : Animation
mcString : LoopMode = hold, or hold_reverse, or loop, or loop_reverse

// REMARKS
//--------------

Play an animation



//--------------------------------------------------------------------------
//    ANM_Stop
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

EntityID : Entity to stop anim on

// REMARKS
//--------------

Stop an animation






//##########################################################################
//###                                                                    ###
//###    WIDGET AND INTERFACE SCRIPTS
//###                                                                    ###
//##########################################################################

Handle all scripts concerning interfaces, menu and widgets.
All functions are indexed with "WDG"





//##########################################################################
//###                                                                    ###
//###    CAMERA SCRIPTS
//###                                                                    ###
//##########################################################################

Handle all scripts concerning cameras.
All functions are indexed with "CAM"





//##########################################################################
//###                                                                    ###
//###    LEVEL SCRIPTS
//###                                                                    ###
//##########################################################################

Handle all scripts concerning level.
All functions are indexed with "LEV"


//--------------------------------------------------------------------------
//    LEV_RoofVisibility
//--------------------------------------------------------------------------

// RETURN VALUE
//--------------

None

// PARAMETERS
//--------------

mcString : Concerned roof name, or "all" for all roofs
s32 : Visibility. 0 to hide, 1 to show

// REMARKS
//--------------

Permit to hide or show roofs

SoundDB.ini#

Located in Fire Department 3\Data\Sound, this file header explains how to use the sound database.

; ***********************************************************************************
;
;                           SOUND DATABASE DESCRIPTION
;
; ***********************************************************************************
;
; You can use [#INCLUDE] section name to have recursive INI includes
;
; Key description, '*' indicate default value:
;    FILENAME         : complete path of file to load
;    USER_PARAM       : User defined parameter              Default -1
;    VOLUME       : Default sound volume             [0..100]   Default 100
;    PRIORITY         : Sound priority 100 = highest , 0 = lowest
;           Example : 100 for streaming, 75 for 2D, 50 to 0 for 3D
;    CATEGORY         : Sound category (user defined)        [-1..[ Default -1
;    USE_STREAMING    : Sound is played using streaming      [0|1]  Default 0
;    USE_3D           : Sound use 3D positionning            [0|1]  Default 0
;    LOOP             : Sound loop when finished             [0|1]  Default 0
;    KEEP_IN_MEMORY   : Sound kept in memory after its end   [0|1]  Default 0
;    START_DELAY      : Sound start after delay in milliseconds [0*..[  Default -1
;    3D_MIN_DISTANCE  : [ONLY IF 'USE_3D=1'] Meters / minimum sound distance for attenuation [1.0f..1000000000.0f] Default D_MS_DEFAULT_MIN_DISTANCE
;    3D_MAX_DISTANCE  : [ONLY IF 'USE_3D=1'] Meters / Set maximum sound distance for attenuation [1.0f..1000000000.0f] Default D_MS_DEFAULT_MAX_DISTANCE
;
; ***********************************************************************************

Unused Function#

Items Selling#

In link with OLD_ScriptAPI_Reference.txt situated in Fire Department 3\Data\Script, the last part of this file indicates the possibility of selling items, but the final release doesn't have an economy system.

// -------------------------------------------------------------------------
void    BUILDER_EnableSellItem( s32 _sEnable)
// -------------------------------------------------------------------------
    // Enable/Disable the possibility to sell items...

Unused Textures#

The Fire Department 3\Data\Overlay\Textures folder contains 4 unused textures, 2 HUD texture panels and 2 used in-game characters.

HUD Icons#

ActionIcons.png contains all the HUD icons. Four icons are never used during gameplay.

Sexy Firefighter#

FIREFIGHTER_LP_big.png and FIREFIGHTER_LP_small.png represents a sexy firefighter.

Unused Sounds#

Blank.wav#

Located in Fire Department 3\Data\Sound\Test, this file is obviously empty.

Calendar.wav#

Located in Fire Department 3\Data\Sound\Interface, these unused and very strange sounds represent a man who breathes or a man who has an orgasm...

Coup_petite_hache1.wav#

Located in Fire Department 3\Data\Sound\Test, this sound represents an axe destroying a door.