scummvm/engines/bladerunner/script/ai_script.cpp
Eugene Sandulenko d15199aef5 BLADERUNNER: Added most of Steele actor
ChangeAnimationMode is NOT done
2018-03-11 17:52:39 +01:00

298 lines
8.3 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/bladerunner.h"
#include "bladerunner/actor.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[kActorGuzza] = new AIScriptGuzza(_vm); // 4
_AIScripts[kActorGrigorian] = new AIScriptGrigorian(_vm); // 11
_AIScripts[kActorTransient] = new AIScriptTransient(_vm); // 12
_AIScripts[kActorLance] = new AIScriptLance(_vm); // 13
_AIScripts[kActorRunciter] = new AIScriptRunciter(_vm); // 15
_AIScripts[kActorInsectDealer] = new AIScriptInsectDealer(_vm); // 16
_AIScripts[kActorTyrellGuard] = new AIScriptTyrellGuard(_vm); // 17
_AIScripts[kActorZuben] = new AIScriptZuben(_vm); // 19
_AIScripts[kActorMarcus] = new AIScriptMarcus(_vm); // 21
_AIScripts[kActorMia] = new AIScriptMia(_vm); // 22
_AIScripts[kActorOfficerLeary] = new AIScriptOfficerLeary(_vm); // 23
_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[kActorSergeantWalls] = new AIScriptSergeantWalls(_vm); // 34
_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[kActorGaff] = new AIScriptGaff(_vm); // 53
_AIScripts[kActorBryant] = new AIScriptBryant(_vm); // 54
_AIScripts[kActorNewscaster] = new AIScriptNewscaster(_vm); // 61
_AIScripts[kActorLeon] = new AIScriptLeon(_vm); // 62
_AIScripts[kActorMaleAnnouncer] = new AIScriptMaleAnnouncer(_vm); // 63
_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::~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--;
}
} // End of namespace BladeRunner