/* 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 { AIScriptDeskClerk::AIScriptDeskClerk(BladeRunnerEngine *vm) : AIScriptBase(vm) { _var1 = 0; _var2 = 0; _var3 = 75; } void AIScriptDeskClerk::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _var1 = 0; _var2 = 0; _var3 = 75; Actor_Set_Goal_Number(kActorDeskClerk, 0); } bool AIScriptDeskClerk::Update() { if (Actor_Query_Goal_Number(kActorDeskClerk) == 1 && Player_Query_Current_Set() != kSetCT01_CT12 && Player_Query_Current_Set() != kSetCT03_CT04 && Player_Query_Current_Set() != kSetCT08_CT51_UG12 && Player_Query_Current_Set() != kSetCT02 && Player_Query_Current_Set() != kSetCT05 && Player_Query_Current_Set() != kSetCT06 && Player_Query_Current_Set() != kSetCT07 && Player_Query_Current_Set() != kSetCT09 && Player_Query_Current_Set() != kSetCT10 && Player_Query_Current_Set() != kSetCT11) { Actor_Set_Goal_Number(kActorDeskClerk, 2); } if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Goal_Number(kActorDeskClerk) < 400) { Actor_Set_Goal_Number(kActorDeskClerk, 400); } return false; } void AIScriptDeskClerk::TimerExpired(int timer) { //return false; } void AIScriptDeskClerk::CompletedMovementTrack() { //return false; } void AIScriptDeskClerk::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptDeskClerk::ClickedByPlayer() { //return false; } void AIScriptDeskClerk::EnteredScene(int sceneId) { // return false; } void AIScriptDeskClerk::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptDeskClerk::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptDeskClerk::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptDeskClerk::ShotAtAndMissed() { // return false; } bool AIScriptDeskClerk::ShotAtAndHit() { return false; } void AIScriptDeskClerk::Retired(int byActorId) { // return false; } int AIScriptDeskClerk::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptDeskClerk::GoalChanged(int currentGoalNumber, int newGoalNumber) { switch (newGoalNumber) { case 0: case 2: Actor_Put_In_Set(kActorDeskClerk, kSetCT09); Actor_Set_At_XYZ(kActorDeskClerk, 282.0f, 360.52f, 743.0f, 513); break; case 1: case 400: Actor_Put_In_Set(kActorDeskClerk, kSetFreeSlotH); Actor_Set_At_Waypoint(kActorDeskClerk, 40, 0); break; } return false; } bool AIScriptDeskClerk::UpdateAnimation(int *animation, int *frame) { int frameRes; switch (_animationState) { case 0: if (_var1 > 1) { frameRes = _animationFrame; } else if (_var1) { *animation = 662; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(662)) { _animationFrame = 0; _var1 = 0; *animation = 661; _var3 = Random_Query(50, 100); } frameRes = _animationFrame; } else { if (_var3) --_var3; *animation = 661; _animationFrame++; if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(661)) { frameRes = _animationFrame; } else { _animationFrame = 0; if (!_var3) { *animation = 662; _var1 = 1; } frameRes = _animationFrame; } } break; case 1: frameRes = _animationFrame; *animation = 663; if (!frameRes && _var2) { *animation = 661; _animationState = 0; _var1 = 0; } else { _animationFrame++; if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(*animation)) { frameRes = _animationFrame; } else { _animationFrame = 0; frameRes = 0; } } break; case 2: *animation = 664; _animationFrame++; if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(664)) { frameRes = _animationFrame; } else { _animationFrame = 0; frameRes = 0; _animationState = 1; *animation = 663; } break; case 3: *animation = 665; _animationFrame++; if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(665)) { frameRes = _animationFrame; } else { _animationFrame = 0; frameRes = 0; _animationState = 1; *animation = 663; } break; case 4: *animation = 666; _animationFrame++; if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(666)) { frameRes = _animationFrame; } else { _animationFrame = 0; frameRes = 0; _animationState = 1; *animation = 663; } break; case 5: *animation = 667; _animationFrame++; if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(667)) { frameRes = _animationFrame; } else { _animationFrame = 0; frameRes = 0; _animationState = 1; *animation = 663; } break; case 6: *animation = 668; _animationFrame++; if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(668)) { frameRes = _animationFrame; } else { _animationFrame = 0; frameRes = 0; } break; case 7: *animation = 669; if (!_animationFrame && _var2) { Actor_Change_Animation_Mode(kActorDeskClerk, 72); *animation = 668; _animationState = 6; frameRes = _animationFrame; } else { _animationFrame++; if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(*animation)) { frameRes = _animationFrame; } else { _animationFrame = 0; frameRes = 0; } } break; case 8: *animation = 670; _animationFrame++; if (_animationFrame <= Slice_Animation_Query_Number_Of_Frames(670) - 2) { frameRes = _animationFrame; } else { Ambient_Sounds_Play_Sound(206, 40, 30, 30, 99); Actor_Set_Goal_Number(kActorDeskClerk, 1); Actor_Change_Animation_Mode(kActorDeskClerk, 0); *animation = 661; _animationFrame = 0; frameRes = 0; _animationState = 0; } break; default: frameRes = _animationFrame; break; } *frame = frameRes; return true; } bool AIScriptDeskClerk::ChangeAnimationMode(int mode) { switch (mode) { case 0: switch (_animationState) { case 0: _animationState = 8; _animationFrame = 0; break; case 1: case 2: case 3: case 4: case 5: _var2 = 1; break; case 6: Actor_Change_Animation_Mode(kActorDeskClerk, 72); break; default: _animationState = 0; _animationFrame = 0; _var1 = 0; _var3 = Random_Query(70, 140); break; } break; case 3: _animationState = 1; _animationFrame = 0; _var2 = 0; break; case 12: _animationState = 2; _animationFrame = 0; _var2 = 0; break; case 13: _animationState = 3; _animationFrame = 0; _var2 = 0; break; case 14: _animationState = 4; _animationFrame = 0; _var2 = 0; break; case 15: _animationState = 5; _animationFrame = 0; _var2 = 0; break; case 26: _animationState = 8; _animationFrame = 0; break; case 58: _animationState = 7; _animationFrame = 0; _var2 = 0; break; case 72: if (_animationState != 6) { _animationState = 6; _animationFrame = 0; } break; default: break; } return true; } void AIScriptDeskClerk::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptDeskClerk::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptDeskClerk::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptDeskClerk::FledCombat() { // return false; } } // End of namespace BladeRunner