scummvm/engines/bladerunner/script/ai_script.cpp
2019-06-28 15:30:44 +03:00

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