373 lines
12 KiB
C++
373 lines
12 KiB
C++
/* ScummVM - Graphic Adventure Engine
|
|
*
|
|
* ScummVM is the legal property of its developers, whose names
|
|
* are too numerous to list here. Please refer to the COPYRIGHT
|
|
* file distributed with this source distribution.
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
*/
|
|
|
|
#include "bladerunner/script/ai_script.h"
|
|
|
|
#include "bladerunner/actor.h"
|
|
#include "bladerunner/bladerunner.h"
|
|
|
|
namespace BladeRunner {
|
|
|
|
AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
|
|
_vm = vm;
|
|
_inScriptCounter = 0;
|
|
_actorCount = actorCount;
|
|
_actorUpdating = new bool[actorCount];
|
|
_AIScripts = new AIScriptBase*[actorCount];
|
|
for (int i = 0; i < actorCount; ++i) {
|
|
_AIScripts[i] = nullptr;
|
|
_actorUpdating[i] = false;
|
|
}
|
|
|
|
_AIScripts[kActorMcCoy] = new AIScriptMcCoy(_vm); // 0
|
|
_AIScripts[kActorSteele] = new AIScriptSteele(_vm); // 1
|
|
_AIScripts[kActorGordo] = new AIScriptGordo(_vm); // 2
|
|
_AIScripts[kActorDektora] = new AIScriptDektora(_vm); // 3
|
|
_AIScripts[kActorGuzza] = new AIScriptGuzza(_vm); // 4
|
|
_AIScripts[kActorClovis] = new AIScriptClovis(_vm); // 5
|
|
_AIScripts[kActorLucy] = new AIScriptLucy(_vm); // 6
|
|
_AIScripts[kActorIzo] = new AIScriptIzo(_vm); // 7
|
|
_AIScripts[kActorSadik] = new AIScriptSadik(_vm); // 8
|
|
_AIScripts[kActorCrazylegs] = new AIScriptCrazylegs(_vm); // 9
|
|
_AIScripts[kActorLuther] = new AIScriptLuther(_vm); // 10
|
|
_AIScripts[kActorGrigorian] = new AIScriptGrigorian(_vm); // 11
|
|
_AIScripts[kActorTransient] = new AIScriptTransient(_vm); // 12
|
|
_AIScripts[kActorLance] = new AIScriptLance(_vm); // 13
|
|
_AIScripts[kActorBulletBob] = new AIScriptBulletBob(_vm); // 14
|
|
_AIScripts[kActorRunciter] = new AIScriptRunciter(_vm); // 15
|
|
_AIScripts[kActorInsectDealer] = new AIScriptInsectDealer(_vm); // 16
|
|
_AIScripts[kActorTyrellGuard] = new AIScriptTyrellGuard(_vm); // 17
|
|
_AIScripts[kActorEarlyQ] = new AIScriptEarlyQ(_vm); // 18
|
|
_AIScripts[kActorZuben] = new AIScriptZuben(_vm); // 19
|
|
_AIScripts[kActorHasan] = new AIScriptHasan(_vm); // 20
|
|
_AIScripts[kActorMarcus] = new AIScriptMarcus(_vm); // 21
|
|
_AIScripts[kActorMia] = new AIScriptMia(_vm); // 22
|
|
_AIScripts[kActorOfficerLeary] = new AIScriptOfficerLeary(_vm); // 23
|
|
_AIScripts[kActorOfficerGrayford] = new AIScriptOfficerGrayford(_vm); // 24
|
|
_AIScripts[kActorHanoi] = new AIScriptHanoi(_vm); // 25
|
|
_AIScripts[kActorBaker] = new AIScriptBaker(_vm); // 26
|
|
_AIScripts[kActorDeskClerk] = new AIScriptDeskClerk(_vm); // 27
|
|
_AIScripts[kActorHowieLee] = new AIScriptHowieLee(_vm); // 28
|
|
_AIScripts[kActorFishDealer] = new AIScriptFishDealer(_vm); // 29
|
|
_AIScripts[kActorKlein] = new AIScriptKlein(_vm); // 30
|
|
_AIScripts[kActorMurray] = new AIScriptMurray(_vm); // 31
|
|
_AIScripts[kActorHawkersBarkeep] = new AIScriptHawkersBarkeep(_vm); // 32
|
|
_AIScripts[kActorHolloway] = new AIScriptHolloway(_vm); // 33
|
|
_AIScripts[kActorSergeantWalls] = new AIScriptSergeantWalls(_vm); // 34
|
|
_AIScripts[kActorMoraji] = new AIScriptMoraji(_vm); // 35
|
|
_AIScripts[kActorTheBard] = new AIScriptTheBard(_vm); // 36
|
|
_AIScripts[kActorPhotographer] = new AIScriptPhotographer(_vm); // 37
|
|
_AIScripts[kActorDispatcher] = new AIScriptDispatcher(_vm); // 38
|
|
_AIScripts[kActorAnsweringMachine] = new AIScriptAnsweringMachine(_vm);// 39
|
|
_AIScripts[kActorRajif] = new AIScriptRajif(_vm); // 40
|
|
_AIScripts[kActorGovernorKolvig] = new AIScriptGovernorKolvig(_vm); // 41
|
|
_AIScripts[kActorEarlyQBartender] = new AIScriptEarlyQBartender(_vm); // 42
|
|
_AIScripts[kActorHawkersParrot] = new AIScriptHawkersParrot(_vm); // 43
|
|
_AIScripts[kActorTaffyPatron] = new AIScriptTaffyPatron(_vm); // 44
|
|
_AIScripts[kActorLockupGuard] = new AIScriptLockupGuard(_vm); // 45
|
|
_AIScripts[kActorTeenager] = new AIScriptTeenager(_vm); // 46
|
|
_AIScripts[kActorHysteriaPatron1] = new AIScriptHysteriaPatron1(_vm); // 47
|
|
_AIScripts[kActorHysteriaPatron2] = new AIScriptHysteriaPatron2(_vm); // 48
|
|
_AIScripts[kActorHysteriaPatron3] = new AIScriptHysteriaPatron3(_vm); // 49
|
|
_AIScripts[kActorShoeshineMan] = new AIScriptShoeshineMan(_vm); // 50
|
|
_AIScripts[kActorTyrell] = new AIScriptTyrell(_vm); // 51
|
|
_AIScripts[kActorChew] = new AIScriptChew(_vm); // 52
|
|
_AIScripts[kActorGaff] = new AIScriptGaff(_vm); // 53
|
|
_AIScripts[kActorBryant] = new AIScriptBryant(_vm); // 54
|
|
_AIScripts[kActorTaffy] = new AIScriptTaffy(_vm); // 55
|
|
_AIScripts[kActorSebastian] = new AIScriptSebastian(_vm); // 56
|
|
_AIScripts[kActorRachael] = new AIScriptRachael(_vm); // 57
|
|
_AIScripts[kActorGeneralDoll] = new AIScriptGeneralDoll(_vm); // 58
|
|
_AIScripts[kActorIsabella] = new AIScriptIsabella(_vm); // 59
|
|
_AIScripts[kActorBlimpGuy] = new AIScriptBlimpGuy(_vm); // 60
|
|
_AIScripts[kActorNewscaster] = new AIScriptNewscaster(_vm); // 61
|
|
_AIScripts[kActorLeon] = new AIScriptLeon(_vm); // 62
|
|
_AIScripts[kActorMaleAnnouncer] = new AIScriptMaleAnnouncer(_vm); // 63
|
|
_AIScripts[kActorFreeSlotA] = new AIScriptFreeSlotA(_vm); // 64
|
|
_AIScripts[kActorFreeSlotB] = new AIScriptFreeSlotB(_vm); // 65
|
|
_AIScripts[kActorMaggie] = new AIScriptMaggie(_vm); // 66
|
|
_AIScripts[kActorGenwalkerA] = new AIScriptGenericWalkerA(_vm); // 67
|
|
_AIScripts[kActorGenwalkerB] = new AIScriptGenericWalkerB(_vm); // 68
|
|
_AIScripts[kActorGenwalkerC] = new AIScriptGenericWalkerC(_vm); // 69
|
|
_AIScripts[kActorMutant1] = new AIScriptMutant1(_vm); // 70
|
|
_AIScripts[kActorMutant2] = new AIScriptMutant2(_vm); // 71
|
|
_AIScripts[kActorMutant3] = new AIScriptMutant3(_vm); // 72
|
|
}
|
|
|
|
AIScripts::~AIScripts() {
|
|
for (int i = 0; i < _actorCount; ++i) {
|
|
delete _AIScripts[i];
|
|
_AIScripts[i] = nullptr;
|
|
}
|
|
delete[] _AIScripts;
|
|
delete[] _actorUpdating;
|
|
}
|
|
|
|
void AIScripts::initialize(int actor) {
|
|
if (actor >= _actorCount) {
|
|
return;
|
|
}
|
|
|
|
if (_AIScripts[actor]) {
|
|
_AIScripts[actor]->Initialize();
|
|
}
|
|
}
|
|
|
|
void AIScripts::update(int actor) {
|
|
if (actor >= _actorCount) {
|
|
return;
|
|
}
|
|
|
|
if (!_actorUpdating[actor]) {
|
|
_actorUpdating[actor] = true;
|
|
++_inScriptCounter;
|
|
if (_AIScripts[actor]) {
|
|
_AIScripts[actor]->Update();
|
|
}
|
|
--_inScriptCounter;
|
|
_actorUpdating[actor] = false;
|
|
}
|
|
}
|
|
|
|
void AIScripts::timerExpired(int actor, int timer) {
|
|
if (actor >= _actorCount) {
|
|
return;
|
|
}
|
|
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actor]) {
|
|
_AIScripts[actor]->TimerExpired(timer);
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
|
|
void AIScripts::completedMovementTrack(int actor) {
|
|
if (actor >= _actorCount) {
|
|
return;
|
|
}
|
|
|
|
if (!_vm->_actors[actor]->inCombat()) {
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actor]) {
|
|
_AIScripts[actor]->CompletedMovementTrack();
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
}
|
|
|
|
void AIScripts::receivedClue(int actor, int clueId, int fromActorId) {
|
|
if (actor >= _actorCount) {
|
|
return;
|
|
}
|
|
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actor]) {
|
|
_AIScripts[actor]->ReceivedClue(clueId, fromActorId);
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
|
|
void AIScripts::clickedByPlayer(int actor) {
|
|
if (actor >= _actorCount) {
|
|
return;
|
|
}
|
|
|
|
|
|
if (_vm->_actors[actor]->inCombat()) {
|
|
return;
|
|
}
|
|
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actor]) {
|
|
_AIScripts[actor]->ClickedByPlayer();
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
|
|
void AIScripts::enteredScene(int actor, int setId) {
|
|
if (actor >= _actorCount) {
|
|
return;
|
|
}
|
|
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actor]) {
|
|
_AIScripts[actor]->EnteredScene(setId);
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
|
|
void AIScripts::otherAgentEnteredThisScene(int actor, int otherActorId) {
|
|
if (actor >= _actorCount) {
|
|
return;
|
|
}
|
|
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actor]) {
|
|
_AIScripts[actor]->OtherAgentEnteredThisScene(otherActorId);
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
|
|
void AIScripts::otherAgentExitedThisScene(int actor, int otherActorId) {
|
|
if (actor >= _actorCount) {
|
|
return;
|
|
}
|
|
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actor]) {
|
|
_AIScripts[actor]->OtherAgentExitedThisScene(otherActorId);
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
|
|
void AIScripts::otherAgentEnteredCombatMode(int actorId, int otherActorId, int combatMode) {
|
|
assert(actorId < _actorCount);
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actorId]) {
|
|
_AIScripts[actorId]->OtherAgentEnteredCombatMode(otherActorId, combatMode);
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
|
|
void AIScripts::shotAtAndMissed(int actorId) {
|
|
assert(actorId < _actorCount);
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actorId]) {
|
|
_AIScripts[actorId]->ShotAtAndMissed();
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
|
|
bool AIScripts::shotAtAndHit(int actorId) {
|
|
assert(actorId < _actorCount);
|
|
bool result = true;
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actorId]) {
|
|
result = _AIScripts[actorId]->ShotAtAndHit();
|
|
}
|
|
_inScriptCounter--;
|
|
return result;
|
|
}
|
|
|
|
void AIScripts::retired(int actor, int retiredByActorId) {
|
|
if (actor >= _actorCount) {
|
|
return;
|
|
}
|
|
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actor]) {
|
|
_AIScripts[actor]->Retired(retiredByActorId);
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
|
|
void AIScripts::goalChanged(int actor, int currentGoalNumber, int newGoalNumber) {
|
|
if (actor >= _actorCount) {
|
|
return;
|
|
}
|
|
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actor]) {
|
|
_AIScripts[actor]->GoalChanged(currentGoalNumber, newGoalNumber);
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
|
|
bool AIScripts::reachedMovementTrackWaypoint(int actor, int waypointId) {
|
|
if (actor >= _actorCount) {
|
|
return false;
|
|
}
|
|
|
|
bool result = false;
|
|
if (!_vm->_actors[actor]->inCombat()) {
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actor]) {
|
|
result = _AIScripts[actor]->ReachedMovementTrackWaypoint(waypointId);
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void AIScripts::updateAnimation(int actor, int *animation, int *frame) {
|
|
if (actor >= _actorCount) {
|
|
return;
|
|
}
|
|
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actor]) {
|
|
_AIScripts[actor]->UpdateAnimation(animation, frame);
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
|
|
void AIScripts::changeAnimationMode(int actor, int mode) {
|
|
if (actor >= _actorCount) {
|
|
return;
|
|
}
|
|
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actor]) {
|
|
_AIScripts[actor]->ChangeAnimationMode(mode);
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
|
|
void AIScripts::fledCombat(int actor) {
|
|
if (actor >= _actorCount) {
|
|
return;
|
|
}
|
|
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actor]) {
|
|
_AIScripts[actor]->FledCombat();
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
|
|
void AIScripts::setAnimationState(int actor, int animationState, int animationFrame, int animationStateNext, int animationNext) {
|
|
if (actor >= _actorCount) {
|
|
return;
|
|
}
|
|
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actor]) {
|
|
_AIScripts[actor]->SetAnimationState(animationState, animationFrame, animationStateNext, animationNext);
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
|
|
|
|
void AIScripts::queryAnimationState(int actor, int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
|
|
if (actor >= _actorCount) {
|
|
return;
|
|
}
|
|
|
|
_inScriptCounter++;
|
|
if (_AIScripts[actor]) {
|
|
_AIScripts[actor]->QueryAnimationState(animationState, animationFrame, animationStateNext, animationNext);
|
|
}
|
|
_inScriptCounter--;
|
|
}
|
|
|
|
|
|
} // End of namespace BladeRunner
|