1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "bladerunner/script/ai_script.h"
24
25 #include "bladerunner/actor.h"
26 #include "bladerunner/bladerunner.h"
27
28 namespace BladeRunner {
29
AIScripts(BladeRunnerEngine * vm,int actorCount)30 AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
31 _vm = vm;
32 _inScriptCounter = 0;
33 _actorCount = actorCount;
34 _actorUpdating = new bool[actorCount];
35 _AIScripts = new AIScriptBase*[actorCount];
36 for (int i = 0; i < actorCount; ++i) {
37 _AIScripts[i] = nullptr;
38 _actorUpdating[i] = false;
39 }
40
41 _AIScripts[kActorMcCoy] = new AIScriptMcCoy(_vm); // 0
42 _AIScripts[kActorSteele] = new AIScriptSteele(_vm); // 1
43 _AIScripts[kActorGordo] = new AIScriptGordo(_vm); // 2
44 _AIScripts[kActorDektora] = new AIScriptDektora(_vm); // 3
45 _AIScripts[kActorGuzza] = new AIScriptGuzza(_vm); // 4
46 _AIScripts[kActorClovis] = new AIScriptClovis(_vm); // 5
47 _AIScripts[kActorLucy] = new AIScriptLucy(_vm); // 6
48 _AIScripts[kActorIzo] = new AIScriptIzo(_vm); // 7
49 _AIScripts[kActorSadik] = new AIScriptSadik(_vm); // 8
50 _AIScripts[kActorCrazylegs] = new AIScriptCrazylegs(_vm); // 9
51 _AIScripts[kActorLuther] = new AIScriptLuther(_vm); // 10
52 _AIScripts[kActorGrigorian] = new AIScriptGrigorian(_vm); // 11
53 _AIScripts[kActorTransient] = new AIScriptTransient(_vm); // 12
54 _AIScripts[kActorLance] = new AIScriptLance(_vm); // 13
55 _AIScripts[kActorBulletBob] = new AIScriptBulletBob(_vm); // 14
56 _AIScripts[kActorRunciter] = new AIScriptRunciter(_vm); // 15
57 _AIScripts[kActorInsectDealer] = new AIScriptInsectDealer(_vm); // 16
58 _AIScripts[kActorTyrellGuard] = new AIScriptTyrellGuard(_vm); // 17
59 _AIScripts[kActorEarlyQ] = new AIScriptEarlyQ(_vm); // 18
60 _AIScripts[kActorZuben] = new AIScriptZuben(_vm); // 19
61 _AIScripts[kActorHasan] = new AIScriptHasan(_vm); // 20
62 _AIScripts[kActorMarcus] = new AIScriptMarcus(_vm); // 21
63 _AIScripts[kActorMia] = new AIScriptMia(_vm); // 22
64 _AIScripts[kActorOfficerLeary] = new AIScriptOfficerLeary(_vm); // 23
65 _AIScripts[kActorOfficerGrayford] = new AIScriptOfficerGrayford(_vm); // 24
66 _AIScripts[kActorHanoi] = new AIScriptHanoi(_vm); // 25
67 _AIScripts[kActorBaker] = new AIScriptBaker(_vm); // 26
68 _AIScripts[kActorDeskClerk] = new AIScriptDeskClerk(_vm); // 27
69 _AIScripts[kActorHowieLee] = new AIScriptHowieLee(_vm); // 28
70 _AIScripts[kActorFishDealer] = new AIScriptFishDealer(_vm); // 29
71 _AIScripts[kActorKlein] = new AIScriptKlein(_vm); // 30
72 _AIScripts[kActorMurray] = new AIScriptMurray(_vm); // 31
73 _AIScripts[kActorHawkersBarkeep] = new AIScriptHawkersBarkeep(_vm); // 32
74 _AIScripts[kActorHolloway] = new AIScriptHolloway(_vm); // 33
75 _AIScripts[kActorSergeantWalls] = new AIScriptSergeantWalls(_vm); // 34
76 _AIScripts[kActorMoraji] = new AIScriptMoraji(_vm); // 35
77 _AIScripts[kActorTheBard] = new AIScriptTheBard(_vm); // 36
78 _AIScripts[kActorPhotographer] = new AIScriptPhotographer(_vm); // 37
79 _AIScripts[kActorDispatcher] = new AIScriptDispatcher(_vm); // 38
80 _AIScripts[kActorAnsweringMachine] = new AIScriptAnsweringMachine(_vm);// 39
81 _AIScripts[kActorRajif] = new AIScriptRajif(_vm); // 40
82 _AIScripts[kActorGovernorKolvig] = new AIScriptGovernorKolvig(_vm); // 41
83 _AIScripts[kActorEarlyQBartender] = new AIScriptEarlyQBartender(_vm); // 42
84 _AIScripts[kActorHawkersParrot] = new AIScriptHawkersParrot(_vm); // 43
85 _AIScripts[kActorTaffyPatron] = new AIScriptTaffyPatron(_vm); // 44
86 _AIScripts[kActorLockupGuard] = new AIScriptLockupGuard(_vm); // 45
87 _AIScripts[kActorTeenager] = new AIScriptTeenager(_vm); // 46
88 _AIScripts[kActorHysteriaPatron1] = new AIScriptHysteriaPatron1(_vm); // 47
89 _AIScripts[kActorHysteriaPatron2] = new AIScriptHysteriaPatron2(_vm); // 48
90 _AIScripts[kActorHysteriaPatron3] = new AIScriptHysteriaPatron3(_vm); // 49
91 _AIScripts[kActorShoeshineMan] = new AIScriptShoeshineMan(_vm); // 50
92 _AIScripts[kActorTyrell] = new AIScriptTyrell(_vm); // 51
93 _AIScripts[kActorChew] = new AIScriptChew(_vm); // 52
94 _AIScripts[kActorGaff] = new AIScriptGaff(_vm); // 53
95 _AIScripts[kActorBryant] = new AIScriptBryant(_vm); // 54
96 _AIScripts[kActorTaffy] = new AIScriptTaffy(_vm); // 55
97 _AIScripts[kActorSebastian] = new AIScriptSebastian(_vm); // 56
98 _AIScripts[kActorRachael] = new AIScriptRachael(_vm); // 57
99 _AIScripts[kActorGeneralDoll] = new AIScriptGeneralDoll(_vm); // 58
100 _AIScripts[kActorIsabella] = new AIScriptIsabella(_vm); // 59
101 _AIScripts[kActorBlimpGuy] = new AIScriptBlimpGuy(_vm); // 60
102 _AIScripts[kActorNewscaster] = new AIScriptNewscaster(_vm); // 61
103 _AIScripts[kActorLeon] = new AIScriptLeon(_vm); // 62
104 _AIScripts[kActorMaleAnnouncer] = new AIScriptMaleAnnouncer(_vm); // 63
105 _AIScripts[kActorFreeSlotA] = new AIScriptFreeSlotA(_vm); // 64
106 _AIScripts[kActorFreeSlotB] = new AIScriptFreeSlotB(_vm); // 65
107 _AIScripts[kActorMaggie] = new AIScriptMaggie(_vm); // 66
108 _AIScripts[kActorGenwalkerA] = new AIScriptGenericWalkerA(_vm); // 67
109 _AIScripts[kActorGenwalkerB] = new AIScriptGenericWalkerB(_vm); // 68
110 _AIScripts[kActorGenwalkerC] = new AIScriptGenericWalkerC(_vm); // 69
111 _AIScripts[kActorMutant1] = new AIScriptMutant1(_vm); // 70
112 _AIScripts[kActorMutant2] = new AIScriptMutant2(_vm); // 71
113 _AIScripts[kActorMutant3] = new AIScriptMutant3(_vm); // 72
114 }
115
~AIScripts()116 AIScripts::~AIScripts() {
117 for (int i = 0; i < _actorCount; ++i) {
118 delete _AIScripts[i];
119 _AIScripts[i] = nullptr;
120 }
121 delete[] _AIScripts;
122 delete[] _actorUpdating;
123 }
124
initialize(int actor)125 void AIScripts::initialize(int actor) {
126 if (actor >= _actorCount) {
127 return;
128 }
129
130 if (_AIScripts[actor]) {
131 _AIScripts[actor]->Initialize();
132 }
133 }
134
update(int actor)135 void AIScripts::update(int actor) {
136 if (actor >= _actorCount) {
137 return;
138 }
139
140 if (!_actorUpdating[actor]) {
141 _actorUpdating[actor] = true;
142 ++_inScriptCounter;
143 if (_AIScripts[actor]) {
144 _AIScripts[actor]->Update();
145 }
146 --_inScriptCounter;
147 _actorUpdating[actor] = false;
148 }
149 }
150
timerExpired(int actor,int timer)151 void AIScripts::timerExpired(int actor, int timer) {
152 if (actor >= _actorCount) {
153 return;
154 }
155
156 ++_inScriptCounter;
157 if (_AIScripts[actor]) {
158 _AIScripts[actor]->TimerExpired(timer);
159 }
160 --_inScriptCounter;
161 }
162
completedMovementTrack(int actor)163 void AIScripts::completedMovementTrack(int actor) {
164 if (actor >= _actorCount) {
165 return;
166 }
167
168 if (!_vm->_actors[actor]->inCombat()) {
169 ++_inScriptCounter;
170 if (_AIScripts[actor]) {
171 _AIScripts[actor]->CompletedMovementTrack();
172 }
173 --_inScriptCounter;
174 }
175 }
176
receivedClue(int actor,int clueId,int fromActorId)177 void AIScripts::receivedClue(int actor, int clueId, int fromActorId) {
178 if (actor >= _actorCount) {
179 return;
180 }
181
182 ++_inScriptCounter;
183 if (_AIScripts[actor]) {
184 _AIScripts[actor]->ReceivedClue(clueId, fromActorId);
185 }
186 --_inScriptCounter;
187 }
188
clickedByPlayer(int actor)189 void AIScripts::clickedByPlayer(int actor) {
190 if (actor >= _actorCount) {
191 return;
192 }
193
194
195 if (_vm->_actors[actor]->inCombat()) {
196 return;
197 }
198
199 ++_inScriptCounter;
200 if (_AIScripts[actor]) {
201 _AIScripts[actor]->ClickedByPlayer();
202 }
203 --_inScriptCounter;
204 }
205
enteredSet(int actor,int setId)206 void AIScripts::enteredSet(int actor, int setId) {
207 if (actor >= _actorCount) {
208 return;
209 }
210
211 ++_inScriptCounter;
212 if (_AIScripts[actor]) {
213 _AIScripts[actor]->EnteredSet(setId);
214 }
215 --_inScriptCounter;
216 }
217
otherAgentEnteredThisSet(int actor,int otherActorId)218 void AIScripts::otherAgentEnteredThisSet(int actor, int otherActorId) {
219 if (actor >= _actorCount) {
220 return;
221 }
222
223 ++_inScriptCounter;
224 if (_AIScripts[actor]) {
225 _AIScripts[actor]->OtherAgentEnteredThisSet(otherActorId);
226 }
227 --_inScriptCounter;
228 }
229
otherAgentExitedThisSet(int actor,int otherActorId)230 void AIScripts::otherAgentExitedThisSet(int actor, int otherActorId) {
231 if (actor >= _actorCount) {
232 return;
233 }
234
235 ++_inScriptCounter;
236 if (_AIScripts[actor]) {
237 _AIScripts[actor]->OtherAgentExitedThisSet(otherActorId);
238 }
239 --_inScriptCounter;
240 }
241
otherAgentEnteredCombatMode(int actorId,int otherActorId,int combatMode)242 void AIScripts::otherAgentEnteredCombatMode(int actorId, int otherActorId, int combatMode) {
243 assert(actorId < _actorCount);
244 ++_inScriptCounter;
245 if (_AIScripts[actorId]) {
246 _AIScripts[actorId]->OtherAgentEnteredCombatMode(otherActorId, combatMode);
247 }
248 --_inScriptCounter;
249 }
250
shotAtAndMissed(int actorId)251 void AIScripts::shotAtAndMissed(int actorId) {
252 assert(actorId < _actorCount);
253 ++_inScriptCounter;
254 if (_AIScripts[actorId]) {
255 _AIScripts[actorId]->ShotAtAndMissed();
256 }
257 --_inScriptCounter;
258 }
259
shotAtAndHit(int actorId)260 bool AIScripts::shotAtAndHit(int actorId) {
261 assert(actorId < _actorCount);
262 bool result = true;
263 ++_inScriptCounter;
264 if (_AIScripts[actorId]) {
265 result = _AIScripts[actorId]->ShotAtAndHit();
266 }
267 --_inScriptCounter;
268 return result;
269 }
270
retired(int actor,int retiredByActorId)271 void AIScripts::retired(int actor, int retiredByActorId) {
272 if (actor >= _actorCount) {
273 return;
274 }
275
276 ++_inScriptCounter;
277 if (_AIScripts[actor]) {
278 _AIScripts[actor]->Retired(retiredByActorId);
279 }
280 --_inScriptCounter;
281 }
282
goalChanged(int actor,int currentGoalNumber,int newGoalNumber)283 void AIScripts::goalChanged(int actor, int currentGoalNumber, int newGoalNumber) {
284 if (actor >= _actorCount) {
285 return;
286 }
287
288 ++_inScriptCounter;
289 if (_AIScripts[actor]) {
290 _AIScripts[actor]->GoalChanged(currentGoalNumber, newGoalNumber);
291 }
292 --_inScriptCounter;
293 }
294
reachedMovementTrackWaypoint(int actor,int waypointId)295 bool AIScripts::reachedMovementTrackWaypoint(int actor, int waypointId) {
296 if (actor >= _actorCount) {
297 return false;
298 }
299
300 bool result = false;
301 if (!_vm->_actors[actor]->inCombat()) {
302 ++_inScriptCounter;
303 if (_AIScripts[actor]) {
304 result = _AIScripts[actor]->ReachedMovementTrackWaypoint(waypointId);
305 }
306 --_inScriptCounter;
307 }
308 return result;
309 }
310
updateAnimation(int actor,int * animation,int * frame)311 void AIScripts::updateAnimation(int actor, int *animation, int *frame) {
312 if (actor >= _actorCount) {
313 return;
314 }
315
316 ++_inScriptCounter;
317 if (_AIScripts[actor]) {
318 _AIScripts[actor]->UpdateAnimation(animation, frame);
319 }
320 --_inScriptCounter;
321 }
322
changeAnimationMode(int actor,int mode)323 void AIScripts::changeAnimationMode(int actor, int mode) {
324 if (actor >= _actorCount) {
325 return;
326 }
327
328 ++_inScriptCounter;
329 if (_AIScripts[actor]) {
330 _AIScripts[actor]->ChangeAnimationMode(mode);
331 }
332 --_inScriptCounter;
333 }
334
fledCombat(int actor)335 void AIScripts::fledCombat(int actor) {
336 if (actor >= _actorCount) {
337 return;
338 }
339
340 ++_inScriptCounter;
341 if (_AIScripts[actor]) {
342 _AIScripts[actor]->FledCombat();
343 }
344 --_inScriptCounter;
345 }
346
setAnimationState(int actor,int animationState,int animationFrame,int animationStateNext,int animationNext)347 void AIScripts::setAnimationState(int actor, int animationState, int animationFrame, int animationStateNext, int animationNext) {
348 if (actor >= _actorCount) {
349 return;
350 }
351
352 ++_inScriptCounter;
353 if (_AIScripts[actor]) {
354 _AIScripts[actor]->SetAnimationState(animationState, animationFrame, animationStateNext, animationNext);
355 }
356 --_inScriptCounter;
357 }
358
359
queryAnimationState(int actor,int * animationState,int * animationFrame,int * animationStateNext,int * animationNext)360 void AIScripts::queryAnimationState(int actor, int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
361 if (actor >= _actorCount) {
362 return;
363 }
364
365 ++_inScriptCounter;
366 if (_AIScripts[actor]) {
367 _AIScripts[actor]->QueryAnimationState(animationState, animationFrame, animationStateNext, animationNext);
368 }
369 --_inScriptCounter;
370 }
371
372
373 } // End of namespace BladeRunner
374