Peter Kohaut 1e5f9d3078 BLADERUNNER: Added basic KIA interface
Settings works
Help works
Clue database works
Fixed code for inserting objects into scene
Reorganization of few files
Unification & code formatting of few older files
2018-01-28 10:57:16 +01:00

197 lines
5.0 KiB
C++

/* 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 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::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