/* 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 { AIScriptHasan::AIScriptHasan(BladeRunnerEngine *vm) : AIScriptBase(vm) { _var1 = 6; _var2 = 1; _var3 = 0; _var4 = 0; _var5 = 0; _var6 = 0; } void AIScriptHasan::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _var1 = 6; _var2 = 1; _var3 = 0; _var4 = 0; _var5 = 0; _var6 = 0; Actor_Put_In_Set(kActorHasan, 0); Actor_Set_At_XYZ(kActorHasan, -214.0f, 0.0f, -1379.0f, 371); Actor_Set_Goal_Number(kActorHasan, 0); } bool AIScriptHasan::Update() { if (Global_Variable_Query(kVariableChapter) != 3 || Actor_Query_Goal_Number(kActorHasan) >= 300) return false; Actor_Set_Goal_Number(kActorHasan, 300); return true; } void AIScriptHasan::TimerExpired(int timer) { //return false; } void AIScriptHasan::CompletedMovementTrack() { //return false; } void AIScriptHasan::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptHasan::ClickedByPlayer() { //return false; } void AIScriptHasan::EnteredScene(int sceneId) { // return false; } void AIScriptHasan::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptHasan::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptHasan::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptHasan::ShotAtAndMissed() { // return false; } bool AIScriptHasan::ShotAtAndHit() { return false; } void AIScriptHasan::Retired(int byActorId) { // return false; } int AIScriptHasan::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptHasan::GoalChanged(int currentGoalNumber, int newGoalNumber) { if (newGoalNumber == 300) { Actor_Put_In_Set(kActorHasan, kSetFreeSlotH); Actor_Set_At_Waypoint(kActorHasan, 40, 0); } return false; } bool AIScriptHasan::UpdateAnimation(int *animation, int *frame) { if (_var4) { _var4--; } if (_var5) { _var5--; } switch (_animationState) { case 0: if (_var6 == 1) { *animation = 922; if (_var3) { _var3--; } else { _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(922)) { _animationFrame = 0; _var6 = 0; *animation = 921; _var1 = Random_Query(6, 14); _var2 = 2 * Random_Query(0, 1) - 1; _var4 = Random_Query(40, 60); } if (_animationFrame >= 10 && _animationFrame <= 14) { _var3 = Random_Query(0, 1); } } } else if (_var6 == 2) { *animation = 923; if (_var3) { _var3--; } else { _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(923)) { _animationFrame = 0; _var6 = 0; *animation = 921; _var1 = Random_Query(6, 14); _var2 = 2 * Random_Query(0, 1) - 1; _var5 = Random_Query(40, 60); } if (_animationFrame == 14) { _var3 = Random_Query(3, 10); } if (_animationFrame == 23) { _var3 = Random_Query(0, 4); } } } else if (_var6 == 0) { *animation = 921; if (_var3) { _var3--; } else { _animationFrame += _var2; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(921)) { _animationFrame = 0; } if (_animationFrame < 0) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(921) - 1; } if (!--_var1) { _var2 = 2 * Random_Query(0, 1) - 1; _var1 = Random_Query(6, 14); _var3 = Random_Query(0, 4); } if (!_animationFrame) { _var6 = Random_Query(0, 2); } if (_var6 == 1 && _var4) { _var6 = 0; } if (_var6 == 2 && _var5) { _var6 = 0; } } } break; case 1: *animation = 925; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(925)) { _animationFrame = 0; } break; case 2: *animation = 926; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(926)) { _animationFrame = 0; _animationState = 1; *animation = 925; } break; case 3: *animation = 927; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(927)) { _animationFrame = 0; _animationState = 1; *animation = 925; } break; case 4: *animation = 928; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(928)) { _animationFrame = 0; _animationState = 1; *animation = 925; } break; case 5: *animation = 929; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(929)) { _animationFrame = 0; _animationState = 1; *animation = 925; } break; case 6: *animation = 930; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(930)) { _animationFrame = 0; _animationState = 1; *animation = 925; } break; default: break; } *frame = _animationFrame; return true; } bool AIScriptHasan::ChangeAnimationMode(int mode) { switch (mode) { case 0: _animationState = 0; _var6 = 0; _animationFrame = 0; break; case 3: _animationState = 1; _var6 = 0; _animationFrame = 0; break; case 12: case 13: case 14: case 15: case 16: _animationState = 6; _var6 = 0; _animationFrame = 0; break; default: break; } return true; } void AIScriptHasan::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptHasan::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptHasan::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptHasan::FledCombat() { // return false; } } // End of namespace BladeRunner