/* 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 { AIScriptFishDealer::AIScriptFishDealer(BladeRunnerEngine *vm) : AIScriptBase(vm) { _flag = false; } void AIScriptFishDealer::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _flag = false; Actor_Put_In_Set(kActorFishDealer, 0); Actor_Set_At_Waypoint(kActorFishDealer, 120, 424); Actor_Set_Goal_Number(kActorFishDealer, 0); } bool AIScriptFishDealer::Update() { if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Goal_Number(kActorFishDealer) < 400) { Actor_Set_Goal_Number(kActorFishDealer, 400); return true; } else if (Player_Query_Current_Scene() || Actor_Query_Goal_Number(kActorFishDealer) == 2 || Actor_Query_Goal_Number(kActorFishDealer) == 1 || Actor_Query_Goal_Number(kActorFishDealer) == 400) { return false; } else { Actor_Set_Goal_Number(kActorFishDealer, 1); return true; } } void AIScriptFishDealer::TimerExpired(int timer) { //return false; } void AIScriptFishDealer::CompletedMovementTrack() { if (Actor_Query_Goal_Number(kActorFishDealer) != 1) return; // false Actor_Set_Goal_Number(kActorFishDealer, 99); Actor_Set_Goal_Number(kActorFishDealer, 1); //return true; } void AIScriptFishDealer::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptFishDealer::ClickedByPlayer() { //return false; } void AIScriptFishDealer::EnteredScene(int sceneId) { // return false; } void AIScriptFishDealer::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptFishDealer::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptFishDealer::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptFishDealer::ShotAtAndMissed() { // return false; } bool AIScriptFishDealer::ShotAtAndHit() { return false; } void AIScriptFishDealer::Retired(int byActorId) { // return false; } int AIScriptFishDealer::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptFishDealer::GoalChanged(int currentGoalNumber, int newGoalNumber) { switch (newGoalNumber) { case 1: AI_Movement_Track_Flush(kActorFishDealer); if (Random_Query(1, 3) == 1) { AI_Movement_Track_Append_With_Facing(kActorFishDealer, 121, Random_Query(2, 5), 720); AI_Movement_Track_Append_With_Facing(kActorFishDealer, 122, Random_Query(3, 6), 640); AI_Movement_Track_Append_With_Facing(kActorFishDealer, 120, Random_Query(6, 6), 640); } else { int randFace; if (Random_Query(1, 3) == 2) { AI_Movement_Track_Append_With_Facing(kActorFishDealer, 122, Random_Query(5, 8), 720); AI_Movement_Track_Append_With_Facing(kActorFishDealer, 120, Random_Query(2, 4), 640); AI_Movement_Track_Append_With_Facing(kActorFishDealer, 121, Random_Query(5, 7), 640); randFace = Random_Query(5, 10); } else { AI_Movement_Track_Append_With_Facing(kActorFishDealer, 122, Random_Query(3, 5), 720); AI_Movement_Track_Append_With_Facing(kActorFishDealer, 121, Random_Query(3, 3), 640); randFace = Random_Query(3, 3); } AI_Movement_Track_Append_With_Facing(kActorFishDealer, 120, randFace, 640); } AI_Movement_Track_Repeat(kActorFishDealer); return true; case 2: AI_Movement_Track_Flush(kActorFishDealer); AI_Movement_Track_Append(kActorFishDealer, 120, 30); AI_Movement_Track_Repeat(kActorFishDealer); return true; case 3: AI_Movement_Track_Flush(kActorFishDealer); AI_Movement_Track_Append(kActorFishDealer, 39, 0); AI_Movement_Track_Repeat(kActorFishDealer); return true; case 400: Actor_Put_In_Set(kActorFishDealer, kSetFreeSlotH); Actor_Set_At_Waypoint(kActorFishDealer, 40, 0); return true; default: return false; } return false; } bool AIScriptFishDealer::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = 683; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(683)) _animationFrame = 0; break; case 1: if (!_animationFrame && _flag) { *animation = 683; _animationState = 0; _flag = 0; } else { *animation = 685; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(685)) _animationFrame = 0; } break; case 2: *animation = 686; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(686)) { _animationFrame = 0; _animationState = 2; } break; case 3: *animation = 687; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(687)) { _animationFrame = 0; _animationState = 3; } break; case 4: *animation = 684; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(684)) { *animation = 683; _animationFrame = 0; _animationState = 0; } break; case 5: *animation = 682; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(682)) _animationFrame = 0; break; default: break; } *frame = _animationFrame; return true; } bool AIScriptFishDealer::ChangeAnimationMode(int mode) { switch (mode) { case 0: if (_animationState > 3) { _animationState = 0; _animationFrame = 0; } else { _flag = 1; } break; case 1: _animationState = 5; _animationFrame = 0; break; case 3: case 14: case 15: case 16: case 17: case 18: case 19: _animationState = Random_Query(0, 2) + 1; _animationFrame = 0; break; case 12: _animationState = 2; _animationFrame = 0; break; case 13: _animationState = 3; _animationFrame = 0; break; case 23: _animationState = 4; _animationFrame = 0; break; default: return true; } return true; } void AIScriptFishDealer::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptFishDealer::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptFishDealer::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptFishDealer::FledCombat() { // return false; } } // End of namespace BladeRunner