/* 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 { AIScriptHawkersBarkeep::AIScriptHawkersBarkeep(BladeRunnerEngine *vm) : AIScriptBase(vm) { _var1 = 0; _var2 = 0; _var3 = 1; _flag = false; } void AIScriptHawkersBarkeep::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _var1 = 0; _var2 = 0; _var3 = 1; _flag = false; Actor_Put_In_Set(kActorHawkersBarkeep, kSetHC01_HC02_HC03_HC04); Actor_Set_At_XYZ(kActorHawkersBarkeep, -225.0f, 0.14f, 39.0f, 284); } bool AIScriptHawkersBarkeep::Update() { return false; } void AIScriptHawkersBarkeep::TimerExpired(int timer) { //return false; } void AIScriptHawkersBarkeep::CompletedMovementTrack() { //return false; } void AIScriptHawkersBarkeep::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptHawkersBarkeep::ClickedByPlayer() { //return false; } void AIScriptHawkersBarkeep::EnteredScene(int sceneId) { // return false; } void AIScriptHawkersBarkeep::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptHawkersBarkeep::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptHawkersBarkeep::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptHawkersBarkeep::ShotAtAndMissed() { // return false; } bool AIScriptHawkersBarkeep::ShotAtAndHit() { return false; } void AIScriptHawkersBarkeep::Retired(int byActorId) { // return false; } int AIScriptHawkersBarkeep::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptHawkersBarkeep::GoalChanged(int currentGoalNumber, int newGoalNumber) { if (newGoalNumber == 1) { _animationState = 8; _animationFrame = -1; Actor_Set_Goal_Number(kActorHawkersBarkeep, 0); return true; } else if (newGoalNumber == 2) { _animationState = 9; _animationFrame = -1; Actor_Set_Goal_Number(kActorHawkersBarkeep, 0); return true; } return false; } bool AIScriptHawkersBarkeep::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: if (_var1 == 1) { if (_var1 == 1) { *animation = 706; if (_animationFrame <= 3) _var3 = 1; if (_animationFrame == 11) { if (Random_Query(0, 2)) _var3 = -1; } _animationFrame += _var3; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(706)) { *animation = 705; _animationFrame = 0; _var1 = 0; } } else { *animation = 707; if (_var2) { _var2--; if (_var2 == 0) _var3 = 2 * Random_Query(0, 1) - 1; } else { if (_animationFrame <= 11) _var3 = 1; if (_animationFrame == 14) { if (Random_Query(0, 2)) _var3 = -1; } if (_animationFrame == 18) _var2 = Random_Query(5, 15); _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(707)) { *animation = 705; _animationFrame = 0; _var1 = 0; _var2 = 0; } } } } else if (_var1 == 0) { *animation = 705; if (_var2) { _var2--; if (!Random_Query(0, 6)) _var3 = -_var3; } else { _animationFrame += _var3; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(705)) _animationFrame = 0; if (_animationFrame < 0) _animationFrame = Slice_Animation_Query_Number_Of_Frames(705) - 1; if (!Random_Query(0, 4)) _var2 = 1; if (_animationFrame == 13 || _animationFrame == 5 || _animationFrame == 9) _var2 = Random_Query(2, 8); if (!Random_Query(0, 5)) { if (!_animationFrame || _animationFrame == 11) { _animationFrame = 0; if (Random_Query(0, 1)) { *animation = 706; _var1 = 1; } else { *animation = 707; _var1 = 2; } } } } } break; case 1: if (_var1 == 1) { if (_var1 == 1) { *animation = 706; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(706)) { _animationFrame = 0; _animationState = _animationStateNext; *animation = _animationNext; } } else { *animation = 707; _animationFrame += 2; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(707)) { _animationFrame = 0; _animationState = _animationStateNext; *animation = _animationNext; } } } else if (_var1 == 0) { _animationFrame = 0; _animationState = _animationStateNext; *animation = _animationNext; } break; case 2: *animation = 710; if (!_animationFrame && _flag) { _animationState = 0; _var1 = 0; } else { _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(710)) _animationFrame = 0; } break; case 3: *animation = 711; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(711)) { _animationFrame = 0; _animationState = 2; *animation = 710; } break; case 4: *animation = 712; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(712)) { _animationFrame = 0; _animationState = 2; *animation = 710; } break; case 5: *animation = 713; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(713)) { _animationFrame = 0; _animationState = 2; *animation = 710; } break; case 6: *animation = 714; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(714)) { _animationFrame = 0; _animationState = 2; *animation = 710; } break; case 7: *animation = 715; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(715)) { _animationFrame = 0; _animationState = 2; *animation = 710; } break; case 8: *animation = 708; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(708)) { *animation = 705; _animationFrame = 0; _animationState = 0; } break; case 9: *animation = 709; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(709)) { *animation = 705; _animationFrame = 0; _animationState = 0; } break; default: break; } *frame = _animationFrame; return true; } bool AIScriptHawkersBarkeep::ChangeAnimationMode(int mode) { switch (mode) { case 0: if (_animationState >= 2 && _animationState <= 7) { _flag = true; } else { _animationState = 0; _animationFrame = 0; } break; case 3: if (_animationState) { _animationState = 2; _animationFrame = 0; } else { _animationState = 1; _animationStateNext = 2; _animationNext = 710; } _flag = false; break; case 12: if (_animationState) { _animationState = 2; _animationFrame = 0; } else { _animationState = 1; _animationStateNext = 3; _animationNext = 711; } _flag = false; break; case 13: if (_animationState) { _animationState = 2; _animationFrame = 0; } else { _animationState = 1; _animationStateNext = 4; _animationNext = 712; } _flag = false; break; case 14: if (_animationState) { _animationState = 2; _animationFrame = 0; } else { _animationState = 1; _animationStateNext = 5; _animationNext = 713; } _flag = false; break; case 15: if (_animationState) { _animationState = 2; _animationFrame = 0; } else { _animationState = 1; _animationStateNext = 6; _animationNext = 714; } _flag = false; break; case 16: if (_animationState) { _animationState = 2; _animationFrame = 0; } else { _animationState = 1; _animationStateNext = 7; _animationNext = 715; } _flag = false; break; default: break; } return true; } void AIScriptHawkersBarkeep::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptHawkersBarkeep::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptHawkersBarkeep::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptHawkersBarkeep::FledCombat() { // return false; } } // End of namespace BladeRunner