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/* 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 {
protected:
int _animationState;
int _animationFrame;
int _animationStateNext;
int _animationNext;
public:
AIScriptBase(BladeRunnerEngine *vm) : ScriptBase(vm) {
_animationState = 0;
_animationFrame = 0;
_animationStateNext = 0;
_animationNext = 0;
}
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 bool 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 *animationFrame, int *animationStateNext, int *animationNext) = 0;
virtual void SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) = 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); \
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(); \
bool 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 *animationFrame, int *animationStateNext, int *animationNext); \
void SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext); \
bool ReachedMovementTrackWaypoint(int waypointId); \
void FledCombat(); \
private:
#define END_SCRIPT };
DECLARE_SCRIPT(McCoy)
int _animationLoopCounter;
int _animationLoopLength;
int _animationLoopDirection;
int _animationLoopFrameMin;
int _animationLoopFrameMax;
int _animationStateNextSpecial;
int _animationNextSpecial;
int _nextSoundId;
bool _NR10SteeleShooting;
float _fallSpeed;
float _fallHeightCurrent;
float _fallHeightTarget;
void fallDown();
void UG15fall();
void dodge();
void walkStairsLeft(float stepHeight);
void walkStairsRight(float stepHeight);
END_SCRIPT
DECLARE_SCRIPT(Steele)
bool _flag;
int _var1;
int _var2;
double comp_distance(int actorId, float a5, float a6, int a1, float a2, float a3, float a4);
END_SCRIPT
DECLARE_SCRIPT(Gordo)
int var_45B078;
int _counter;
int _counterTarget;
int _frameMin;
int _frameDelta;
int _frameMax;
int _state;
void talkToMcCoyInCity();
void talkToMcCoyAtNR02();
void dialogue2();
void dialogue1();
void unknown();
END_SCRIPT
DECLARE_SCRIPT(Dektora)
bool _flag;
float _x, _y, _z;
double comp_distance(int actorId, float x1, float y1, float z1);
void checkCombat();
END_SCRIPT
DECLARE_SCRIPT(Guzza)
int _frameDelta;
int _counter;
int _state;
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(Clovis)
int _var1;
int _var2;
int _var3;
int _var4;
int _var5;
bool _flag;
void shotAnim();
void someAnim();
END_SCRIPT
DECLARE_SCRIPT(Lucy)
bool _flag;
void voightKampffTest();
void checkCombat();
END_SCRIPT
DECLARE_SCRIPT(Izo)
int _var1;
int _var2;
int _var3;
int _var4;
bool _flag;
void dialogueWithIzo();
void modifyWaypoints();
END_SCRIPT
DECLARE_SCRIPT(Sadik)
int _var1;
int _var2;
int _var3;
int _var4;
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(Crazylegs)
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(Luther)
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(Grigorian)
int var_45CA10;
int var_45CA14;
END_SCRIPT
DECLARE_SCRIPT(Transient)
END_SCRIPT
DECLARE_SCRIPT(Lance)
END_SCRIPT
DECLARE_SCRIPT(BulletBob)
int _var1;
int _var2;
int _var3;
int _var4;
END_SCRIPT
DECLARE_SCRIPT(Runciter)
int var_45CD78;
int var_45CD7C;
int var_45CD80;
int var_45CD84;
int var_45CD88;
END_SCRIPT
DECLARE_SCRIPT(InsectDealer)
bool _flag1;
int _state;
int _frameDelta;
int _var2;
int _counter;
END_SCRIPT
DECLARE_SCRIPT(TyrellGuard)
int _frameDelta;
bool _flag1;
END_SCRIPT
DECLARE_SCRIPT(EarlyQ)
int _var1;
int _var2;
int _var3;
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(Zuben)
int _animationLoopCounter;
int _animationLoopLength;
int _animationLoopFrameMin;
int _animationLoopDirection;
int _animationLoopFrameMax;
void dialogue();
END_SCRIPT
DECLARE_SCRIPT(Hasan)
int _var1;
int _var2;
int _var3;
int _var4;
int _var5;
int _var6;
END_SCRIPT
DECLARE_SCRIPT(Marcus)
END_SCRIPT
DECLARE_SCRIPT(Mia)
bool _flag1;
END_SCRIPT
DECLARE_SCRIPT(OfficerLeary)
int var_45D5B8;
int var_45D5BC;
END_SCRIPT
DECLARE_SCRIPT(OfficerGrayford)
int _var1;
int _var2;
int _var3;
END_SCRIPT
DECLARE_SCRIPT(Hanoi)
int _var1;
bool _flag1;
int _var3;
int _var4;
END_SCRIPT
DECLARE_SCRIPT(Baker)
END_SCRIPT
DECLARE_SCRIPT(DeskClerk)
bool _flag1;
bool _flag2;
int _var3;
END_SCRIPT
DECLARE_SCRIPT(HowieLee)
bool var_45DFB8;
END_SCRIPT
DECLARE_SCRIPT(FishDealer)
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(Klein)
END_SCRIPT
DECLARE_SCRIPT(Murray)
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(HawkersBarkeep)
int _var1;
int _var2;
int _var3;
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(Holloway)
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(SergeantWalls)
END_SCRIPT
DECLARE_SCRIPT(Moraji)
int _var1;
int _var2;
END_SCRIPT
DECLARE_SCRIPT(TheBard)
END_SCRIPT
DECLARE_SCRIPT(Photographer)
int _var1;
int _var2;
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(Dispatcher)
END_SCRIPT
DECLARE_SCRIPT(AnsweringMachine)
END_SCRIPT
DECLARE_SCRIPT(Rajif)
END_SCRIPT
DECLARE_SCRIPT(GovernorKolvig)
END_SCRIPT
DECLARE_SCRIPT(EarlyQBartender)
int _var1;
int _var2;
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(HawkersParrot)
END_SCRIPT
DECLARE_SCRIPT(TaffyPatron)
END_SCRIPT
DECLARE_SCRIPT(LockupGuard)
END_SCRIPT
DECLARE_SCRIPT(Teenager)
END_SCRIPT
DECLARE_SCRIPT(HysteriaPatron1)
END_SCRIPT
DECLARE_SCRIPT(HysteriaPatron2)
END_SCRIPT
DECLARE_SCRIPT(HysteriaPatron3)
END_SCRIPT
DECLARE_SCRIPT(ShoeshineMan)
bool _state;
END_SCRIPT
DECLARE_SCRIPT(Tyrell)
bool _flag;
int _var;
END_SCRIPT
DECLARE_SCRIPT(Chew)
int _var1;
int _var2;
int _var3;
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(Gaff)
END_SCRIPT
DECLARE_SCRIPT(Bryant)
END_SCRIPT
DECLARE_SCRIPT(Taffy)
END_SCRIPT
DECLARE_SCRIPT(Sebastian)
bool _flag;
void dialogue();
void setMcCoyIsABladeRunner();
END_SCRIPT
DECLARE_SCRIPT(Rachael)
bool _flag;
void dialogue_start();
void dialogue_agenda1();
void dialogue_agenda2();
void dialogue_agenda3();
END_SCRIPT
DECLARE_SCRIPT(GeneralDoll)
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(Isabella)
int _var1;
int _var2;
int _var3;
int _var4;
END_SCRIPT
DECLARE_SCRIPT(BlimpGuy)
END_SCRIPT
DECLARE_SCRIPT(Newscaster)
END_SCRIPT
DECLARE_SCRIPT(Leon)
bool _flag;
float _mcCoyPositionX;
float _mcCoyPositionY;
float _mcCoyPositionZ;
float distanceTo(int actorId, float x, float y, float z);
END_SCRIPT
DECLARE_SCRIPT(MaleAnnouncer)
END_SCRIPT
DECLARE_SCRIPT(FreeSlotA)
int _var1;
int _var2;
float _fallSpeed;
float _fallHeightCurrent;
float _fallHeightTarget;
void checkIfOnBridge();
void goToRandomUGxx();
END_SCRIPT
DECLARE_SCRIPT(FreeSlotB)
int _var1;
int _var2;
void processGoal301();
END_SCRIPT
DECLARE_SCRIPT(Maggie)
int var_45F3F8;
int var_45F3FC;
int var_45F400;
int var_45F404;
int var_45F408;
int randomWaypointMA02();
float distanceToActor(int actorId, float x, float y, float z);
END_SCRIPT
DECLARE_SCRIPT(GenericWalkerA)
bool isInside;
float deltaX;
float deltaZ;
void movingStart();
void movingUpdate();
bool prepareWalker();
bool preparePath();
END_SCRIPT
DECLARE_SCRIPT(GenericWalkerB)
bool isInside;
float deltaX;
float deltaZ;
void movingStart();
void movingUpdate();
bool prepareWalker();
bool preparePath();
END_SCRIPT
DECLARE_SCRIPT(GenericWalkerC)
bool isInside;
float deltaX;
float deltaZ;
void movingStart();
void movingUpdate();
bool prepareWalker();
bool preparePath();
END_SCRIPT
DECLARE_SCRIPT(Mutant1)
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(Mutant2)
int _var1;
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(Mutant3)
int _var1;
bool _flag;
END_SCRIPT
#undef DECLARE_SCRIPT
#undef END_SCRIPT
class AIScripts {
private:
BladeRunnerEngine *_vm;
int _inScriptCounter;
int _actorCount;
AIScriptBase **_AIScripts;
bool *_actorUpdating;
public:
AIScripts(BladeRunnerEngine *vm, int actorCount);
~AIScripts();
void initialize(int actor);
void update(int actor);
void timerExpired(int actor, int timer);
void completedMovementTrack(int actor);
void receivedClue(int actor, int clueId, int fromActorId);
void clickedByPlayer(int actor);
void enteredScene(int actor, int setId);
void otherAgentEnteredThisScene(int actor, int otherActorId);
void otherAgentExitedThisScene(int actor, int otherActorId);
void otherAgentEnteredCombatMode(int actorId, int otherActorId, int combatMode);
void shotAtAndMissed(int actorId);
bool shotAtAndHit(int actorId);
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);
void queryAnimationState(int actor, int *animationState, int *animationFrame, int *animationStateNext, int *animationNext);
void setAnimationState(int actor, int animationState, int animationFrame, int animationStateNext, int animationNext);
void fledCombat(int actor);
bool isInsideScript() const { return _inScriptCounter > 0; }
void callChangeAnimationMode(int actor, int mode) { _AIScripts[actor]->ChangeAnimationMode(mode); }
int callGetFriendlinessModifierIfGetsClue(int actor, int otherActorId, int clueId) {
return _AIScripts[actor]->GetFriendlinessModifierIfGetsClue(otherActorId, clueId);
}
};
} // End of namespace BladeRunner
#endif
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