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Diffstat (limited to 'engines/bladerunner/script/ai.cpp')
-rw-r--r-- | engines/bladerunner/script/ai.cpp | 169 |
1 files changed, 169 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ai.cpp b/engines/bladerunner/script/ai.cpp new file mode 100644 index 0000000000..57ef099907 --- /dev/null +++ b/engines/bladerunner/script/ai.cpp @@ -0,0 +1,169 @@ +/* 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.h" + +#include "bladerunner/bladerunner.h" + +#include "bladerunner/actor.h" + +namespace BladeRunner { + +AIScripts::AIScripts(BladeRunnerEngine *vm, int actorsCount) : _vm(vm), _inScriptCounter(0) { + _actorsCount = actorsCount; + _actorUpdating = new bool[actorsCount]; + _AIScripts = new AIScriptBase*[actorsCount]; + for (int i = 0; i < actorsCount; ++i) { + _AIScripts[i] = nullptr; + _actorUpdating[i] = false; + } + + _AIScripts[kActorMcCoy] = new AIScriptMcCoy(_vm); + _AIScripts[kActorRunciter] = new AIScriptRunciter(_vm); + _AIScripts[kActorOfficerLeary] = new AIScriptOfficerLeary(_vm); +} + +AIScripts::~AIScripts() { + for (int i = 0; i < _actorsCount; ++i) { + delete _AIScripts[i]; + _AIScripts[i] = nullptr; + } + delete[] _AIScripts; + delete[] _actorUpdating; +} + +void AIScripts::Initialize(int actor) { + assert(actor < _actorsCount); + if (_AIScripts[actor]) { + _AIScripts[actor]->Initialize(); + } +} + +void AIScripts::Update(int actor) { + assert(actor < _actorsCount); + if (this->_actorUpdating[actor] != 1) { + this->_actorUpdating[actor] = true; + ++this->_inScriptCounter; + if (_AIScripts[actor]) + _AIScripts[actor]->Update(); + --this->_inScriptCounter; + this->_actorUpdating[actor] = false; + } +} + +void AIScripts::TimerExpired(int actor, int timer) { + assert(actor < _actorsCount); + _inScriptCounter++; + if (_AIScripts[actor]) { + _AIScripts[actor]->TimerExpired(timer); + } + _inScriptCounter--; +} + +void AIScripts::CompletedMovementTrack(int actor) { + assert(actor < _actorsCount); + if (!_vm->_actors[actor]->inCombat()) { + _inScriptCounter++; + if (_AIScripts[actor]) { + _AIScripts[actor]->CompletedMovementTrack(); + } + _inScriptCounter--; + } +} + +void AIScripts::EnteredScene(int actor, int setId) { + assert(actor < _actorsCount); + _inScriptCounter++; + if (_AIScripts[actor]) { + _AIScripts[actor]->EnteredScene(setId); + } + _inScriptCounter--; +} + +void AIScripts::OtherAgentEnteredThisScene(int actor, int otherActorId) { + assert(actor < _actorsCount); + _inScriptCounter++; + if (_AIScripts[actor]) { + _AIScripts[actor]->OtherAgentEnteredThisScene(otherActorId); + } + _inScriptCounter--; +} + +void AIScripts::OtherAgentExitedThisScene(int actor, int otherActorId) { + assert(actor < _actorsCount); + _inScriptCounter++; + if (_AIScripts[actor]) { + _AIScripts[actor]->OtherAgentExitedThisScene(otherActorId); + } + _inScriptCounter--; +} + +void AIScripts::Retired(int actor, int retiredByActorId) { + assert(actor < _actorsCount); + _inScriptCounter++; + if (_AIScripts[actor]) { + _AIScripts[actor]->Retired(retiredByActorId); + } + _inScriptCounter--; +} + +void AIScripts::GoalChanged(int actor, int currentGoalNumber, int newGoalNumber) { + assert(actor < _actorsCount); + _inScriptCounter++; + if (_AIScripts[actor]) { + _AIScripts[actor]->GoalChanged(currentGoalNumber, newGoalNumber); + } + _inScriptCounter--; +} + +bool AIScripts::ReachedMovementTrackWaypoint(int actor, int waypointId) { + assert(actor < _actorsCount); + 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) { + assert(actor < _actorsCount); + _inScriptCounter++; + if (_AIScripts[actor]) { + _AIScripts[actor]->UpdateAnimation(animation, frame); + } + _inScriptCounter--; +} + +void AIScripts::ChangeAnimationMode(int actor, int mode) { + assert(actor < _actorsCount); + _inScriptCounter++; + if (_AIScripts[actor]) { + _AIScripts[actor]->ChangeAnimationMode(mode); + } + _inScriptCounter--; +} + +} // End of namespace BladeRunner |