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
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
|
/* 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 *nextAnimation) = 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 dword_45A0D8;
int dword_45A0DC;
int _animationFrameDelta;
int dword_45A0E4;
float off_45A0EC;
int dword_45A0E8;
int dword_45A0F0;
int dword_45A0F4;
int dword_45A0F8;
int dword_45A0FC;
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(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 sub_40FD00();
void sub_4103B8();
void sub_410590();
void sub_41090C();
void sub_41117C();
END_SCRIPT
DECLARE_SCRIPT(Guzza)
int _frameDelta;
int _counter;
int _state;
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(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(Zuben)
int _var_45D258;
int _var_45D25C;
int _animationFrameTarget2;
int _animationFrameDelta;
int _animationFrameTarget1;
void dialogue();
END_SCRIPT
DECLARE_SCRIPT(Marcus)
END_SCRIPT
DECLARE_SCRIPT(Mia)
bool _flag1;
END_SCRIPT
DECLARE_SCRIPT(OfficerLeary)
int var_45D5B8;
int var_45D5BC;
bool sub_431408();
bool sub_431420();
END_SCRIPT
DECLARE_SCRIPT(Baker)
END_SCRIPT
DECLARE_SCRIPT(DeskClerk)
int _var1;
int _var2;
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(SergeantWalls)
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(Gaff)
END_SCRIPT
DECLARE_SCRIPT(Bryant)
END_SCRIPT
DECLARE_SCRIPT(Newscaster)
END_SCRIPT
DECLARE_SCRIPT(Leon)
int var_45EDAC;
float var_45EDA0_z;
float var_45EDA4_y;
float var_45EDA8_x;
float sub_446700(int actorId, float x, float y, float z);
END_SCRIPT
DECLARE_SCRIPT(MaleAnnouncer)
END_SCRIPT
DECLARE_SCRIPT(Maggie)
int var_45F3F8;
int var_45F3FC;
int var_45F400;
int var_45F404;
int var_45F408;
int sub_44B260();
float sub_44B200(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
#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);
bool isInsideScript() const { return _inScriptCounter > 0; }
};
} // End of namespace BladeRunner
#endif
|