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-rw-r--r--engines/bladerunner/script/ai/rajif.cpp162
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diff --git a/engines/bladerunner/script/ai/rajif.cpp b/engines/bladerunner/script/ai/rajif.cpp
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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.
+ *
+ */
+
+#include "bladerunner/script/ai_script.h"
+
+namespace BladeRunner {
+
+AIScriptRajif::AIScriptRajif(BladeRunnerEngine *vm) : AIScriptBase(vm) {
+}
+
+void AIScriptRajif::Initialize() {
+ _animationFrame = 0;
+ _animationState = 0;
+ _animationStateNext = 0;
+ _animationNext = 0;
+
+ Actor_Set_Goal_Number(kActorRajif, 0);
+}
+
+bool AIScriptRajif::Update() {
+ if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Goal_Number(kActorRajif) < 400)
+ Actor_Set_Goal_Number(kActorRajif, 599);
+
+ return false;
+}
+
+void AIScriptRajif::TimerExpired(int timer) {
+ //return false;
+}
+
+void AIScriptRajif::CompletedMovementTrack() {
+ //return false;
+}
+
+void AIScriptRajif::ReceivedClue(int clueId, int fromActorId) {
+ //return false;
+}
+
+void AIScriptRajif::ClickedByPlayer() {
+ //return false;
+}
+
+void AIScriptRajif::EnteredScene(int sceneId) {
+ // return false;
+}
+
+void AIScriptRajif::OtherAgentEnteredThisScene(int otherActorId) {
+ // return false;
+}
+
+void AIScriptRajif::OtherAgentExitedThisScene(int otherActorId) {
+ // return false;
+}
+
+void AIScriptRajif::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
+ // return false;
+}
+
+void AIScriptRajif::ShotAtAndMissed() {
+ // return false;
+}
+
+bool AIScriptRajif::ShotAtAndHit() {
+ return false;
+}
+
+void AIScriptRajif::Retired(int byActorId) {
+ // return false;
+}
+
+int AIScriptRajif::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
+ return 0;
+}
+
+bool AIScriptRajif::GoalChanged(int currentGoalNumber, int newGoalNumber) {
+ if (newGoalNumber == 300) {
+ Actor_Put_In_Set(kActorRajif, kSetMA02_MA04);
+ Actor_Set_At_XYZ(kActorRajif, -73.34f, -140.40f, 342.0f, 300);
+ Actor_Change_Animation_Mode(kActorRajif, 0);
+ return true;
+ }
+ if (newGoalNumber == 599) {
+ Actor_Put_In_Set(kActorRajif, kSetFreeSlotI);
+ Actor_Set_At_Waypoint(kActorRajif, 41, 0);
+ return true;
+ }
+
+ return false;
+}
+
+bool AIScriptRajif::UpdateAnimation(int *animation, int *frame) {
+ if (_animationState <= 1) {
+ if (_animationState) {
+ *animation = 751;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(751)) {
+ _animationFrame = 0;
+ }
+ } else {
+ *animation = 751;
+ _animationFrame++;
+ if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(751)) {
+ _animationFrame = 0;
+ }
+ }
+ }
+
+ *frame = _animationFrame;
+
+ return true;
+}
+
+bool AIScriptRajif::ChangeAnimationMode(int mode) {
+ if (!mode) {
+ _animationState = 0;
+ _animationFrame = 0;
+ }
+ return true;
+}
+
+void AIScriptRajif::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
+ *animationState = _animationState;
+ *animationFrame = _animationFrame;
+ *animationStateNext = _animationStateNext;
+ *animationNext = _animationNext;
+}
+
+void AIScriptRajif::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
+ _animationState = animationState;
+ _animationFrame = animationFrame;
+ _animationStateNext = animationStateNext;
+ _animationNext = animationNext;
+}
+
+bool AIScriptRajif::ReachedMovementTrackWaypoint(int waypointId) {
+ return true;
+}
+
+void AIScriptRajif::FledCombat() {
+ // return false;
+}
+
+} // End of namespace BladeRunner