/* 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); _AIScripts[kActorRunciter] = new AIScriptRunciter(_vm); _AIScripts[kActorOfficerLeary] = new AIScriptOfficerLeary(_vm); _AIScripts[kActorLeon] = new AIScriptLeon(_vm); _AIScripts[kActorMaggie] = new AIScriptMaggie(_vm); } AIScripts::~AIScripts() { for (int i = 0; i < _actorCount; ++i) { delete _AIScripts[i]; _AIScripts[i] = nullptr; } delete[] _AIScripts; delete[] _actorUpdating; } void AIScripts::initialize(int actor) { assert(actor < _actorCount); if (_AIScripts[actor]) { _AIScripts[actor]->Initialize(); } } void AIScripts::update(int actor) { assert(actor < _actorCount); 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 < _actorCount); _inScriptCounter++; if (_AIScripts[actor]) { _AIScripts[actor]->TimerExpired(timer); } _inScriptCounter--; } void AIScripts::completedMovementTrack(int actor) { assert(actor < _actorCount); if (!_vm->_actors[actor]->inCombat()) { _inScriptCounter++; if (_AIScripts[actor]) { _AIScripts[actor]->CompletedMovementTrack(); } _inScriptCounter--; } } void AIScripts::receivedClue(int actor, int clueId, int fromActorId) { assert(actor < _actorCount); _inScriptCounter++; if (_AIScripts[actor]) { _AIScripts[actor]->ReceivedClue(clueId, fromActorId); } _inScriptCounter--; } void AIScripts::clickedByPlayer(int actor) { assert(actor < _actorCount); if(_vm->_actors[actor]->inCombat()) { return; } _inScriptCounter++; if (_AIScripts[actor]) { _AIScripts[actor]->ClickedByPlayer(); } _inScriptCounter--; } void AIScripts::enteredScene(int actor, int setId) { assert(actor < _actorCount); _inScriptCounter++; if (_AIScripts[actor]) { _AIScripts[actor]->EnteredScene(setId); } _inScriptCounter--; } void AIScripts::otherAgentEnteredThisScene(int actor, int otherActorId) { assert(actor < _actorCount); _inScriptCounter++; if (_AIScripts[actor]) { _AIScripts[actor]->OtherAgentEnteredThisScene(otherActorId); } _inScriptCounter--; } void AIScripts::otherAgentExitedThisScene(int actor, int otherActorId) { assert(actor < _actorCount); _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) { assert(actor < _actorCount); _inScriptCounter++; if (_AIScripts[actor]) { _AIScripts[actor]->Retired(retiredByActorId); } _inScriptCounter--; } void AIScripts::goalChanged(int actor, int currentGoalNumber, int newGoalNumber) { assert(actor < _actorCount); _inScriptCounter++; if (_AIScripts[actor]) { _AIScripts[actor]->GoalChanged(currentGoalNumber, newGoalNumber); } _inScriptCounter--; } bool AIScripts::reachedMovementTrackWaypoint(int actor, int waypointId) { assert(actor < _actorCount); 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 < _actorCount); _inScriptCounter++; if (_AIScripts[actor]) { _AIScripts[actor]->UpdateAnimation(animation, frame); } _inScriptCounter--; } void AIScripts::changeAnimationMode(int actor, int mode) { assert(actor < _actorCount); _inScriptCounter++; if (_AIScripts[actor]) { _AIScripts[actor]->ChangeAnimationMode(mode); } _inScriptCounter--; } } // End of namespace BladeRunner