diff options
Diffstat (limited to 'engines/bladerunner/script/ai/murray.cpp')
-rw-r--r-- | engines/bladerunner/script/ai/murray.cpp | 267 |
1 files changed, 267 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ai/murray.cpp b/engines/bladerunner/script/ai/murray.cpp new file mode 100644 index 0000000000..36bae4981c --- /dev/null +++ b/engines/bladerunner/script/ai/murray.cpp @@ -0,0 +1,267 @@ +/* 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_script.h" + +namespace BladeRunner { + +AIScriptMurray::AIScriptMurray(BladeRunnerEngine *vm) : AIScriptBase(vm) { + _flag = false; +} + +void AIScriptMurray::Initialize() { + _animationFrame = 0; + _animationState = 0; + _animationStateNext = 0; + _animationNext = 0; + + _flag = false; + Actor_Put_In_Set(kActorMurray, kSetHF01); + Actor_Set_At_XYZ(kActorMurray, 566.07f, -0.01f, -205.43f, 271); + Actor_Set_Goal_Number(kActorMurray, 0); +} + +bool AIScriptMurray::Update() { + if (Global_Variable_Query(kVariableChapter) == 4 && Actor_Query_Goal_Number(kActorMurray) != 300) + Actor_Set_Goal_Number(kActorMurray, 300); + + if (Player_Query_Current_Set() == 37) { + if (!Actor_Query_In_Set(kActorMcCoy, kSetHF01) + || !Actor_Query_In_Set(kActorMurray, kSetHF01) + || Actor_Query_Inch_Distance_From_Actor(kActorMcCoy, kActorMurray) >= 48 + || Game_Flag_Query(377)) { + return false; + } + + Actor_Set_Goal_Number(kActorMurray, 1); + } + + return true; +} + +void AIScriptMurray::TimerExpired(int timer) { + //return false; +} + +void AIScriptMurray::CompletedMovementTrack() { + //return false; +} + +void AIScriptMurray::ReceivedClue(int clueId, int fromActorId) { + //return false; +} + +void AIScriptMurray::ClickedByPlayer() { + //return false; +} + +void AIScriptMurray::EnteredScene(int sceneId) { + // return false; +} + +void AIScriptMurray::OtherAgentEnteredThisScene(int otherActorId) { + // return false; +} + +void AIScriptMurray::OtherAgentExitedThisScene(int otherActorId) { + // return false; +} + +void AIScriptMurray::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { + // return false; +} + +void AIScriptMurray::ShotAtAndMissed() { + // return false; +} + +bool AIScriptMurray::ShotAtAndHit() { + return false; +} + +void AIScriptMurray::Retired(int byActorId) { + // return false; +} + +int AIScriptMurray::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { + return 0; +} + +bool AIScriptMurray::GoalChanged(int currentGoalNumber, int newGoalNumber) { + if (newGoalNumber == 300) { + Actor_Put_In_Set(kActorMurray, kSetFreeSlotH); + Actor_Set_At_Waypoint(kActorMurray, 40, 0); + } + + return false; +} + +bool AIScriptMurray::UpdateAnimation(int *animation, int *frame) { + switch (_animationState) { + case 0: + *animation = 698; + _animationFrame++; + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(698)) + _animationFrame = 0; + break; + + case 1: + *animation = 700; + if (!_animationFrame && _flag) { + _animationState = 0; + } else { + _animationFrame++; + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(700)) + _animationFrame = 0; + } + break; + + case 2: + *animation = 701; + _animationFrame++; + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(701)) { + _animationFrame = 0; + _animationState = 1; + *animation = 700; + } + break; + + case 3: + *animation = 702; + _animationFrame++; + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(702)) { + _animationFrame = 0; + _animationState = 1; + *animation = 700; + } + break; + + case 4: + *animation = 703; + _animationFrame++; + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(703)) { + _animationFrame = 0; + _animationState = 1; + *animation = 700; + } + break; + + case 5: + *animation = 704; + _animationFrame++; + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(704)) { + _animationFrame = 0; + _animationState = 1; + *animation = 700; + } + break; + + case 6: + *animation = 699; + _animationFrame++; + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(699)) { + *animation = 698; + _animationFrame = 0; + _animationState = 0; + } + break; + + default: + break; + } + + *frame = _animationFrame; + + return true; +} + +bool AIScriptMurray::ChangeAnimationMode(int mode) { + switch (mode) { + case 0: + if (_animationState > 0 && _animationState <= 5) { + _flag = true; + } else { + _animationState = 0; + _animationFrame = 0; + } + break; + + case 3: + _animationState = 1; + _animationFrame = 0; + _flag = false; + break; + + case 12: + _animationState = 2; + _animationFrame = 0; + _flag = false; + break; + + case 13: + _animationState = 3; + _animationFrame = 0; + _flag = false; + break; + + case 14: + _animationState = 4; + _animationFrame = 0; + _flag = false; + break; + + case 15: + _animationState = 5; + _animationFrame = 0; + _flag = false; + break; + + default: + break; + } + + return true; +} + +void AIScriptMurray::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { + *animationState = _animationState; + *animationFrame = _animationFrame; + *animationStateNext = _animationStateNext; + *animationNext = _animationNext; +} + +void AIScriptMurray::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { + _animationState = animationState; + _animationFrame = animationFrame; + _animationStateNext = animationStateNext; + _animationNext = animationNext; +} + +bool AIScriptMurray::ReachedMovementTrackWaypoint(int waypointId) { + return true; +} + +void AIScriptMurray::FledCombat() { + // return false; +} + +} // End of namespace BladeRunner |