1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
|
/* 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.
*
*/
#ifndef BLADERUNNER_SCRIPT_AI_H
#define BLADERUNNER_SCRIPT_AI_H
#include "bladerunner/script/script.h"
namespace BladeRunner {
class BladeRunnerEngine;
class AIScriptBase : public ScriptBase {
public:
AIScriptBase(BladeRunnerEngine *vm) : ScriptBase(vm) {}
virtual void Initialize() = 0;
virtual bool Update() = 0;
virtual void TimerExpired(int timer) = 0;
virtual void CompletedMovementTrack() = 0;
virtual void ReceivedClue(int clueId, int fromActorId) = 0;
virtual void ClickedByPlayer() = 0;
virtual void EnteredScene(int setId) = 0;
virtual void OtherAgentEnteredThisScene(int otherActorId) = 0;
virtual void OtherAgentExitedThisScene(int otherActorId) = 0;
virtual void OtherAgentEnteredCombatMode(int otherActorId, int combatMode) = 0;
virtual void ShotAtAndMissed() = 0;
virtual void ShotAtAndHit() = 0;
virtual void Retired(int byActorId) = 0;
virtual int GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) = 0;
virtual bool GoalChanged(int currentGoalNumber, int newGoalNumber) = 0;
virtual bool UpdateAnimation(int *animation, int *frame) = 0;
virtual bool ChangeAnimationMode(int mode) = 0;
virtual void QueryAnimationState(int *animationState, int *a2, int *a3, int *a4) = 0;
virtual void SetAnimationState(int animationState, int a2, int a3, int a4) = 0;
virtual bool ReachedMovementTrackWaypoint(int waypointId) = 0;
virtual void FledCombat() = 0;
};
#define DECLARE_SCRIPT(name) \
class AIScript##name : public AIScriptBase { \
public: \
AIScript##name(BladeRunnerEngine *vm) \
: AIScriptBase(vm) \
{} \
void Initialize(); \
bool Update(); \
void TimerExpired(int timer); \
void CompletedMovementTrack(); \
void ReceivedClue(int clueId, int fromActorId); \
void ClickedByPlayer(); \
void EnteredScene(int setId); \
void OtherAgentEnteredThisScene(int otherActorId); \
void OtherAgentExitedThisScene(int otherActorId); \
void OtherAgentEnteredCombatMode(int otherActorId, int combatMode); \
void ShotAtAndMissed(); \
void ShotAtAndHit(); \
void Retired(int byActorId); \
int GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId); \
bool GoalChanged(int currentGoalNumber, int newGoalNumber); \
bool UpdateAnimation(int *animation, int *frame); \
bool ChangeAnimationMode(int mode); \
void QueryAnimationState(int *animationState, int *a2, int *a3, int *a4); \
void SetAnimationState(int animationState, int a2, int a3, int a4); \
bool ReachedMovementTrackWaypoint(int waypointId); \
void FledCombat(); \
private:
#define END_SCRIPT };
DECLARE_SCRIPT(McCoy)
int dword_45A0D0_animation_state;
int dword_45A0D4_animation_frame;
int dword_45A0D8;
int dword_45A0DC;
int dword_45A0E0;
int dword_45A0E4;
float off_45A0EC;
int dword_45A0E8;
int dword_45A0F0;
int dword_45A0F4;
int dword_45A0F8;
int dword_45A0FC;
int dword_462718;
int dword_46271C;
float off_45A100;
float flt_462710;
float flt_462714;
void sub_4053E0();
void sub_4054F0();
void sub_405660();
void sub_405800();
void sub_4058B0();
void sub_405920();
void sub_405940(float a1);
void sub_4059D0(float a1);
END_SCRIPT
DECLARE_SCRIPT(Runciter)
int var_45CD70_animation_state;
int var_45CD74_animation_frame;
int var_462800;
int var_462804;
int var_45CD78;
int var_45CD7C;
int var_45CD80;
int var_45CD84;
int var_45CD88;
END_SCRIPT
DECLARE_SCRIPT(OfficerLeary)
int var_45D5B0_animation_state;
int var_45D5B4_animation_frame;
int var_45D5B8;
int var_45D5BC;
int var_462880;
int var_462884;
bool sub_431408();
bool sub_431420();
END_SCRIPT
#undef DECLARE_SCRIPT
#undef END_SCRIPT
class AIScripts {
private:
BladeRunnerEngine *_vm;
int _inScriptCounter;
int _actorsCount;
AIScriptBase **_AIScripts;
bool *_actorUpdating;
public:
AIScripts(BladeRunnerEngine *vm, int actorsCount);
~AIScripts();
void Initialize(int actor);
void Update(int actor);
void TimerExpired(int actor, int timer);
void CompletedMovementTrack(int actor);
void EnteredScene(int actor, int setId);
void OtherAgentEnteredThisScene(int actor, int otherActorId);
void OtherAgentExitedThisScene(int actor, int otherActorId);
void Retired(int actor, int retiredByActorId);
void GoalChanged(int actor, int currentGoalNumber, int newGoalNumber);
bool ReachedMovementTrackWaypoint(int actor, int waypointId);
void UpdateAnimation(int actor, int *animation, int *frame);
void ChangeAnimationMode(int actor, int mode);
bool IsInsideScript() { return _inScriptCounter > 0; }
};
} // End of namespace BladeRunner
#endif
|