diff options
Diffstat (limited to 'engines/bladerunner/script/ai')
-rw-r--r-- | engines/bladerunner/script/ai/early_q_bartender.cpp | 247 |
1 files changed, 247 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ai/early_q_bartender.cpp b/engines/bladerunner/script/ai/early_q_bartender.cpp new file mode 100644 index 0000000000..f9f9f6f6bd --- /dev/null +++ b/engines/bladerunner/script/ai/early_q_bartender.cpp @@ -0,0 +1,247 @@ +/* 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 { + +AIScriptEarlyQBartender::AIScriptEarlyQBartender(BladeRunnerEngine *vm) : AIScriptBase(vm) { + _flag = false; + _var1 = 0; + _var2 = 1; +} + +void AIScriptEarlyQBartender::Initialize() { + _animationFrame = 0; + _animationState = 0; + _animationStateNext = 0; + _animationNext = 0; + + _flag = false; + _var1 = 0; + _var2 = 1; + + Actor_Put_In_Set(kActorEarlyQBartender, kSetNR05_NR08); + Actor_Set_At_XYZ(kActorEarlyQBartender, -717.0f, 0.0f, -468.0f, 416); +} + +bool AIScriptEarlyQBartender::Update() { + return false; +} + +void AIScriptEarlyQBartender::TimerExpired(int timer) { + //return false; +} + +void AIScriptEarlyQBartender::CompletedMovementTrack() { + //return false; +} + +void AIScriptEarlyQBartender::ReceivedClue(int clueId, int fromActorId) { + //return false; +} + +void AIScriptEarlyQBartender::ClickedByPlayer() { + //return false; +} + +void AIScriptEarlyQBartender::EnteredScene(int sceneId) { + // return false; +} + +void AIScriptEarlyQBartender::OtherAgentEnteredThisScene(int otherActorId) { + // return false; +} + +void AIScriptEarlyQBartender::OtherAgentExitedThisScene(int otherActorId) { + // return false; +} + +void AIScriptEarlyQBartender::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { + // return false; +} + +void AIScriptEarlyQBartender::ShotAtAndMissed() { + // return false; +} + +bool AIScriptEarlyQBartender::ShotAtAndHit() { + return false; +} + +void AIScriptEarlyQBartender::Retired(int byActorId) { + // return false; +} + +int AIScriptEarlyQBartender::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { + return 0; +} + +bool AIScriptEarlyQBartender::GoalChanged(int currentGoalNumber, int newGoalNumber) { + return false; +} + +bool AIScriptEarlyQBartender::UpdateAnimation(int *animation, int *frame) { + switch (_animationState) { + case 0: + if (_var1 == 1) { + *animation = 753; + if (_animationFrame <= 5) { + _var2 = 1; + } + _animationFrame += _var2; + if (_animationFrame == 14 && !Random_Query(0, 1)) { + _var2 = -1; + } + + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(753)) { + _animationFrame = 0; + _var1 = 0; + } + } else if (_var1 == 0) { + *animation = 752; + _animationFrame++; + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(752)) { + _animationFrame = 0; + + if (!Random_Query(0, 6)) { + _var1 = 1; + } + } + } + break; + + case 1: + *animation = 755; + + if (!_animationFrame && _flag) { + _animationState = 0; + _var1 = 0; + } else { + _animationFrame++; + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(755)) { + _animationFrame = 0; + } + } + break; + + case 2: + *animation = 757; + _animationFrame++; + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(757)) { + _animationFrame = 0; + _animationState = 1; + *animation = 755; + } + break; + + case 3: + *animation = 757; + _animationFrame++; + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(757)) { + _animationFrame = 0; + _animationState = 1; + *animation = 755; + } + break; + + case 4: + *animation = 754; + _animationFrame++; + if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(754)) { + Actor_Change_Animation_Mode(kActorEarlyQBartender, 0); + *animation = 752; + _animationFrame = 0; + _animationState = 0; + } + break; + + default: + break; + } + *frame = _animationFrame; + + return true; +} + +bool AIScriptEarlyQBartender::ChangeAnimationMode(int mode) { + switch (mode) { + case 0: + _animationState = 0; + _animationFrame = 0; + _var1 = 0; + _var2 = 1; + break; + + case 3: + _animationState = 1; + _animationFrame = 0; + _flag = 0; + break; + + case 12: + _animationState = 2; + _animationFrame = 0; + _flag = 0; + break; + + case 13: + _animationState = 3; + _animationFrame = 0; + _flag = 0; + break; + + case 23: + _animationState = 4; + _animationFrame = 0; + break; + + default: + break; + } + + return true; +} + +void AIScriptEarlyQBartender::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { + *animationState = _animationState; + *animationFrame = _animationFrame; + *animationStateNext = _animationStateNext; + *animationNext = _animationNext; +} + +void AIScriptEarlyQBartender::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { + _animationState = animationState; + _animationFrame = animationFrame; + _animationStateNext = animationStateNext; + _animationNext = animationNext; +} + +bool AIScriptEarlyQBartender::ReachedMovementTrackWaypoint(int waypointId) { + return true; +} + +void AIScriptEarlyQBartender::FledCombat() { + // return false; +} + +} // End of namespace BladeRunner |