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BLADERUNNER: Reorganized script files

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peterkohaut committed Mar 23, 2017
1 parent 4fe4cc8 commit 1c083fe0004c2b952da3bd8e45de0c4139f62786
Showing with 2,957 additions and 2,960 deletions.
  1. +5 −4 engines/bladerunner/actor.cpp
  2. +2 −2 engines/bladerunner/adq.cpp
  3. +20 −13 engines/bladerunner/bladerunner.cpp
  4. +2 −2 engines/bladerunner/bladerunner.h
  5. +117 −115 engines/bladerunner/module.mk
  6. +7 −7 engines/bladerunner/scene.cpp
  7. +168 −0 engines/bladerunner/script/ai.cpp
  8. +174 −0 engines/bladerunner/script/ai.h
  9. +30 −34 engines/bladerunner/script/{ai_00_mccoy.cpp → ai/mccoy.cpp}
  10. +24 −27 engines/bladerunner/script/{ai_23_officer_leroy.cpp → ai/officer_leroy.cpp}
  11. +22 −25 engines/bladerunner/script/{ai_15_runciter.cpp → ai/runciter.cpp}
  12. +0 −83 engines/bladerunner/script/ai_00_mccoy.h
  13. +0 −65 engines/bladerunner/script/ai_15_runciter.h
  14. +0 −66 engines/bladerunner/script/ai_23_officer_leroy.h
  15. +152 −0 engines/bladerunner/script/scene.cpp
  16. +559 −0 engines/bladerunner/script/scene.h
  17. +14 −14 engines/bladerunner/script/{ → scene}/ar01.cpp
  18. +17 −17 engines/bladerunner/script/{ → scene}/ar02.cpp
  19. +14 −14 engines/bladerunner/script/{ → scene}/bb01.cpp
  20. +14 −14 engines/bladerunner/script/{ → scene}/bb02.cpp
  21. +14 −14 engines/bladerunner/script/{ → scene}/bb03.cpp
  22. +14 −14 engines/bladerunner/script/{ → scene}/bb04.cpp
  23. +14 −14 engines/bladerunner/script/{ → scene}/bb05.cpp
  24. +14 −14 engines/bladerunner/script/{ → scene}/bb06.cpp
  25. +14 −14 engines/bladerunner/script/{ → scene}/bb07.cpp
  26. +14 −14 engines/bladerunner/script/{ → scene}/bb08.cpp
  27. +14 −14 engines/bladerunner/script/{ → scene}/bb09.cpp
  28. +14 −14 engines/bladerunner/script/{ → scene}/bb10.cpp
  29. +14 −14 engines/bladerunner/script/{ → scene}/bb11.cpp
  30. +14 −14 engines/bladerunner/script/{ → scene}/bb12.cpp
  31. +14 −14 engines/bladerunner/script/{ → scene}/bb51.cpp
  32. +15 −15 engines/bladerunner/script/{ → scene}/ct01.cpp
  33. +15 −15 engines/bladerunner/script/{ → scene}/ct02.cpp
  34. +14 −14 engines/bladerunner/script/{ → scene}/ct03.cpp
  35. +15 −15 engines/bladerunner/script/{ → scene}/ct04.cpp
  36. +14 −14 engines/bladerunner/script/{ → scene}/ct05.cpp
  37. +14 −14 engines/bladerunner/script/{ → scene}/ct06.cpp
  38. +14 −14 engines/bladerunner/script/{ → scene}/ct07.cpp
  39. +14 −14 engines/bladerunner/script/{ → scene}/ct08.cpp
  40. +14 −14 engines/bladerunner/script/{ → scene}/ct09.cpp
  41. +15 −15 engines/bladerunner/script/{ → scene}/ct10.cpp
  42. +14 −14 engines/bladerunner/script/{ → scene}/ct11.cpp
  43. +14 −14 engines/bladerunner/script/{ → scene}/ct12.cpp
  44. +14 −14 engines/bladerunner/script/{ → scene}/ct51.cpp
  45. +14 −14 engines/bladerunner/script/{ → scene}/dr01.cpp
  46. +14 −14 engines/bladerunner/script/{ → scene}/dr02.cpp
  47. +15 −15 engines/bladerunner/script/{ → scene}/dr03.cpp
  48. +15 −15 engines/bladerunner/script/{ → scene}/dr04.cpp
  49. +14 −14 engines/bladerunner/script/{ → scene}/dr05.cpp
  50. +14 −14 engines/bladerunner/script/{ → scene}/dr06.cpp
  51. +16 −16 engines/bladerunner/script/{ → scene}/hc01.cpp
  52. +14 −14 engines/bladerunner/script/{ → scene}/hc02.cpp
  53. +14 −14 engines/bladerunner/script/{ → scene}/hc03.cpp
  54. +15 −15 engines/bladerunner/script/{ → scene}/hc04.cpp
  55. +17 −17 engines/bladerunner/script/{ → scene}/hf01.cpp
  56. +14 −14 engines/bladerunner/script/{ → scene}/hf02.cpp
  57. +15 −15 engines/bladerunner/script/{ → scene}/hf03.cpp
  58. +14 −14 engines/bladerunner/script/{ → scene}/hf04.cpp
  59. +25 −25 engines/bladerunner/script/{ → scene}/hf05.cpp
  60. +16 −16 engines/bladerunner/script/{ → scene}/hf06.cpp
  61. +15 −15 engines/bladerunner/script/{ → scene}/hf07.cpp
  62. +14 −14 engines/bladerunner/script/{ → scene}/kp01.cpp
  63. +14 −14 engines/bladerunner/script/{ → scene}/kp02.cpp
  64. +15 −15 engines/bladerunner/script/{ → scene}/kp03.cpp
  65. +14 −14 engines/bladerunner/script/{ → scene}/kp04.cpp
  66. +14 −14 engines/bladerunner/script/{ → scene}/kp05.cpp
  67. +14 −14 engines/bladerunner/script/{ → scene}/kp06.cpp
  68. +14 −14 engines/bladerunner/script/{ → scene}/kp07.cpp
  69. +14 −14 engines/bladerunner/script/{ → scene}/ma01.cpp
  70. +17 −17 engines/bladerunner/script/{ → scene}/ma02.cpp
  71. +23 −23 engines/bladerunner/script/{ → scene}/ma04.cpp
  72. +15 −15 engines/bladerunner/script/{ → scene}/ma05.cpp
  73. +16 −16 engines/bladerunner/script/{ → scene}/ma06.cpp
  74. +14 −14 engines/bladerunner/script/{ → scene}/ma07.cpp
  75. +14 −14 engines/bladerunner/script/{ → scene}/ma08.cpp
  76. +14 −14 engines/bladerunner/script/{ → scene}/nr01.cpp
  77. +15 −15 engines/bladerunner/script/{ → scene}/nr02.cpp
  78. +16 −16 engines/bladerunner/script/{ → scene}/nr03.cpp
  79. +17 −17 engines/bladerunner/script/{ → scene}/nr04.cpp
  80. +19 −19 engines/bladerunner/script/{ → scene}/nr05.cpp
  81. +15 −15 engines/bladerunner/script/{ → scene}/nr06.cpp
  82. +24 −24 engines/bladerunner/script/{ → scene}/nr07.cpp
  83. +15 −15 engines/bladerunner/script/{ → scene}/nr08.cpp
  84. +15 −15 engines/bladerunner/script/{ → scene}/nr09.cpp
  85. +14 −14 engines/bladerunner/script/{ → scene}/nr10.cpp
  86. +16 −16 engines/bladerunner/script/{ → scene}/nr11.cpp
  87. +14 −14 engines/bladerunner/script/{ → scene}/ps01.cpp
  88. +15 −15 engines/bladerunner/script/{ → scene}/ps02.cpp
  89. +14 −14 engines/bladerunner/script/{ → scene}/ps03.cpp
  90. +15 −15 engines/bladerunner/script/{ → scene}/ps04.cpp
  91. +16 −16 engines/bladerunner/script/{ → scene}/ps05.cpp
  92. +14 −14 engines/bladerunner/script/{ → scene}/ps06.cpp
  93. +15 −15 engines/bladerunner/script/{ → scene}/ps07.cpp
  94. +15 −15 engines/bladerunner/script/{ → scene}/ps09.cpp
  95. +15 −15 engines/bladerunner/script/{ → scene}/ps10.cpp
  96. +15 −15 engines/bladerunner/script/{ → scene}/ps11.cpp
  97. +15 −15 engines/bladerunner/script/{ → scene}/ps12.cpp
  98. +15 −15 engines/bladerunner/script/{ → scene}/ps13.cpp
  99. +14 −14 engines/bladerunner/script/{ → scene}/ps14.cpp
  100. +14 −14 engines/bladerunner/script/{ → scene}/ps15.cpp
  101. +16 −16 engines/bladerunner/script/{ → scene}/rc01.cpp
  102. +15 −15 engines/bladerunner/script/{ → scene}/rc02.cpp
  103. +15 −15 engines/bladerunner/script/{ → scene}/rc03.cpp
  104. +15 −15 engines/bladerunner/script/{ → scene}/rc04.cpp
  105. +14 −14 engines/bladerunner/script/{ → scene}/rc51.cpp
  106. +16 −16 engines/bladerunner/script/{ → scene}/tb02.cpp
  107. +14 −14 engines/bladerunner/script/{ → scene}/tb03.cpp
  108. +14 −14 engines/bladerunner/script/{ → scene}/tb05.cpp
  109. +14 −14 engines/bladerunner/script/{ → scene}/tb06.cpp
  110. +15 −15 engines/bladerunner/script/{ → scene}/tb07.cpp
  111. +14 −14 engines/bladerunner/script/{ → scene}/ug01.cpp
  112. +15 −15 engines/bladerunner/script/{ → scene}/ug02.cpp
  113. +14 −14 engines/bladerunner/script/{ → scene}/ug03.cpp
  114. +14 −14 engines/bladerunner/script/{ → scene}/ug04.cpp
  115. +16 −16 engines/bladerunner/script/{ → scene}/ug05.cpp
  116. +14 −14 engines/bladerunner/script/{ → scene}/ug06.cpp
  117. +14 −14 engines/bladerunner/script/{ → scene}/ug07.cpp
  118. +14 −14 engines/bladerunner/script/{ → scene}/ug08.cpp
  119. +14 −14 engines/bladerunner/script/{ → scene}/ug09.cpp
  120. +14 −14 engines/bladerunner/script/{ → scene}/ug10.cpp
  121. +14 −14 engines/bladerunner/script/{ → scene}/ug12.cpp
  122. +21 −21 engines/bladerunner/script/{ → scene}/ug13.cpp
  123. +14 −14 engines/bladerunner/script/{ → scene}/ug14.cpp
  124. +14 −14 engines/bladerunner/script/{ → scene}/ug15.cpp
  125. +15 −15 engines/bladerunner/script/{ → scene}/ug16.cpp
  126. +14 −14 engines/bladerunner/script/{ → scene}/ug17.cpp
  127. +20 −20 engines/bladerunner/script/{ → scene}/ug18.cpp
  128. +14 −14 engines/bladerunner/script/{ → scene}/ug19.cpp
  129. +0 −257 engines/bladerunner/script/script.cpp
  130. +0 −585 engines/bladerunner/script/script.h
@@ -35,7 +35,8 @@
#include "bladerunner/movement_track.h"
#include "bladerunner/scene.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/script/script.h"
#include "bladerunner/script/scene.h"
#include "bladerunner/script/ai.h"
#include "bladerunner/slice_animations.h"
#include "bladerunner/slice_renderer.h"
#include "bladerunner/waypoints.h"
@@ -199,7 +200,7 @@ void Actor::countdownTimerUpdate(int timerId) {
case 0:
case 1:
case 2:
if (!_vm->_aiScripts->IsInsideScript() && !_vm->_script->IsInsideScript()) {
if (!_vm->_aiScripts->IsInsideScript() && !_vm->_sceneScript->IsInsideScript()) {
_vm->_aiScripts->TimerExpired(this->_id, timerId);
this->_timersRemain[timerId] = 0;
} else {
@@ -926,7 +927,7 @@ void Actor::retire(bool retired, int width, int height, int retiredByActorId) {
_vm->_playerDead = true;
}
if (_isRetired) {
//TODO: _vm->actorScript->Retired(_id, retiredByActorId);
_vm->_aiScripts->Retired(_id, retiredByActorId);
}
}

@@ -1013,7 +1014,7 @@ void Actor::setGoal(int goalNumber) {
}

_vm->_aiScripts->GoalChanged(_id, oldGoalNumber, goalNumber);
_vm->_script->ActorChangedGoal(_id, goalNumber, oldGoalNumber, _vm->_scene->getSetId() == _setId);
_vm->_sceneScript->ActorChangedGoal(_id, goalNumber, oldGoalNumber, _vm->_scene->getSetId() == _setId);
}

int Actor::getGoal() {
@@ -28,7 +28,7 @@
#include "bladerunner/audio_speech.h"
#include "bladerunner/scene.h"

#include "script/script.h"
#include "bladerunner/script/scene.h"

namespace BladeRunner {

@@ -99,7 +99,7 @@ void ADQ::flush(int a1, bool callScript) {
}
clear();
if (callScript) {
_vm->_script->DialogueQueueFlushed(a1);
_vm->_sceneScript->DialogueQueueFlushed(a1);
}
}

@@ -43,7 +43,8 @@
#include "bladerunner/scene.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/script/init.h"
#include "bladerunner/script/script.h"
#include "bladerunner/script/scene.h"
#include "bladerunner/script/ai.h"
#include "bladerunner/settings.h"
#include "bladerunner/shape.h"
#include "bladerunner/slice_animations.h"
@@ -72,7 +73,7 @@ BladeRunnerEngine::BladeRunnerEngine(OSystem *syst)
_playerLosesControlCounter = 0;

_crimesDatabase = nullptr;
_script = new Script(this);
_sceneScript = new SceneScript(this);
_settings = new Settings(this);
_lights = new Lights(this);
_combat = new Combat(this);
@@ -120,7 +121,7 @@ BladeRunnerEngine::~BladeRunnerEngine() {
delete _combat;
delete _lights;
delete _settings;
delete _script;
delete _sceneScript;
}

bool BladeRunnerEngine::hasFeature(EngineFeature f) const {
@@ -346,11 +347,17 @@ bool BladeRunnerEngine::startup(bool hasSavegames) {

void BladeRunnerEngine::initChapterAndScene() {
// TODO: Init actors...
for (int i = 0, end = _gameInfo->getActorCount(); i != end; ++i)
for (int i = 0, end = _gameInfo->getActorCount(); i != end; ++i) {
_aiScripts->Initialize(i);
}

for (int i = 0, end = _gameInfo->getActorCount(); i != end; ++i)
for (int i = 0, end = _gameInfo->getActorCount(); i != end; ++i) {
_actors[i]->changeAnimationMode(0);
}

for (int i = 1, end = _gameInfo->getActorCount(); i != end; ++i) { // skip first actor, probably player
_actors[i]->movementTrackNext(true);
}

_settings->setChapter(1);
_settings->setNewSetAndScene(_gameInfo->getInitialSetId(), _gameInfo->getInitialSceneId());
@@ -587,7 +594,7 @@ void BladeRunnerEngine::gameTick() {

_adq->tick();
if (_scene->didPlayerWalkIn()) {
_script->PlayerWalkedIn();
_sceneScript->PlayerWalkedIn();
}
// TODO: Gun range announcements
// TODO: ZBUF repair dirty rects
@@ -597,7 +604,7 @@ void BladeRunnerEngine::gameTick() {
bool backgroundChanged = false;
int frame = _scene->advanceFrame(_surface1, _zBuffer1);
if (frame >= 0) {
_script->SceneFrameAdvanced(frame);
_sceneScript->SceneFrameAdvanced(frame);
backgroundChanged = true;
}
(void)backgroundChanged;
@@ -626,7 +633,7 @@ void BladeRunnerEngine::gameTick() {
//if (!dialogueMenu)
actorsUpdate();

if (_settings->getNewScene() == -1 || _script->IsInsideScript() || _aiScripts->IsInsideScript()) {
if (_settings->getNewScene() == -1 || _sceneScript->IsInsideScript() || _aiScripts->IsInsideScript()) {
_sliceRenderer->setView(*_view);

// Tick and draw all actors in current set
@@ -846,28 +853,28 @@ void BladeRunnerEngine::handleMouseClick(int x, int y) {
void BladeRunnerEngine::handleMouseClickExit(int x, int y, int exitIndex) {
// clickedOnExit(exitType, x, y);
debug("clicked on exit %d %d %d", exitIndex, x, y);
_script->ClickedOnExit(exitIndex);
_sceneScript->ClickedOnExit(exitIndex);
}

void BladeRunnerEngine::handleMouseClickRegion(int x, int y, int regionIndex) {
debug("clicked on region %d %d %d", regionIndex, x, y);
_script->ClickedOn2DRegion(regionIndex);
_sceneScript->ClickedOn2DRegion(regionIndex);
}

void BladeRunnerEngine::handleMouseClick3DObject(int x, int y, int objectId, bool isClickable, bool isTarget) {
const char *objectName = _scene->objectGetName(objectId);
debug("Clicked on object %s", objectName);
_script->ClickedOn3DObject(objectName, false);
_sceneScript->ClickedOn3DObject(objectName, false);
}

void BladeRunnerEngine::handleMouseClickItem(int x, int y, int itemId) {
debug("Clicked on item %d", itemId);
_script->ClickedOnItem(itemId, false);
_sceneScript->ClickedOnItem(itemId, false);
}

void BladeRunnerEngine::handleMouseClickActor(int x, int y, int actorId) {
debug("Clicked on actor %d", actorId);
_script->ClickedOnActor(actorId);
_sceneScript->ClickedOnActor(actorId);
}

void BladeRunnerEngine::gameWaitForActive() {
@@ -55,7 +55,7 @@ class Mouse;
class Obstacles;
class Scene;
class SceneObjects;
class Script;
class SceneScript;
class Settings;
class Shape;
class SliceAnimations;
@@ -91,7 +91,7 @@ class BladeRunnerEngine : public Engine {
Obstacles *_obstacles;
Scene *_scene;
SceneObjects *_sceneObjects;
Script *_script;
SceneScript *_sceneScript;
Settings *_settings;
SliceAnimations *_sliceAnimations;
SliceRenderer *_sliceRenderer;

2 comments on commit 1c083fe

@bluegr

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@bluegr bluegr replied Mar 23, 2017

Wouldn't it make more sense to put all the files from script/scene/* to just scene/*, in order to decrease the engine's directory depth?

@peterkohaut

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@peterkohaut peterkohaut replied Mar 24, 2017

Everything apart from the game/engine binary is in that directory script, so for me it has more sense like this. But if a directory depth is a problem I can reorganize it again.

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