/* 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