/* 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 { AIScriptInsectDealer::AIScriptInsectDealer(BladeRunnerEngine *vm) : AIScriptBase(vm) { _flag1 = false; _state = 0; _frameDelta = 0; _var2 = 0; _counter = 0; } void AIScriptInsectDealer::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _flag1 = false; _state = 0; _frameDelta = 1; _var2 = 6; _counter = 0; Actor_Put_In_Set(kActorInsectDealer, kSetAR01_AR02); Actor_Set_At_XYZ(kActorInsectDealer, -414.0f, 0.0f, -1199.0f, 371); Actor_Set_Goal_Number(kActorInsectDealer, 0); } bool AIScriptInsectDealer::Update() { if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Goal_Number(kActorInsectDealer) < 400 ) Actor_Set_Goal_Number(kActorInsectDealer, 400); return false; } void AIScriptInsectDealer::TimerExpired(int timer) { //return false; } void AIScriptInsectDealer::CompletedMovementTrack() { //return false; } void AIScriptInsectDealer::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptInsectDealer::ClickedByPlayer() { //return false; } void AIScriptInsectDealer::EnteredScene(int sceneId) { // return false; } void AIScriptInsectDealer::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptInsectDealer::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptInsectDealer::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptInsectDealer::ShotAtAndMissed() { // return false; } bool AIScriptInsectDealer::ShotAtAndHit() { return false; } void AIScriptInsectDealer::Retired(int byActorId) { // return false; } int AIScriptInsectDealer::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptInsectDealer::GoalChanged(int currentGoalNumber, int newGoalNumber) { if (newGoalNumber == 400) { Actor_Put_In_Set(kActorInsectDealer, kSetFreeSlotH); Actor_Set_At_Waypoint(kActorInsectDealer, 40, 0); if (!Game_Flag_Query(kFlagAR02DektoraBoughtScorpions)) { Game_Flag_Set(kFlagAR02DektoraBoughtScorpions); #if BLADERUNNER_ORIGINAL_BUGS Item_Remove_From_World(kItemScorpions); #else if (Game_Flag_Query(kFlagScorpionsInAR02)) { Game_Flag_Reset(kFlagScorpionsInAR02); Item_Remove_From_World(kItemScorpions); } #endif } } return false; } bool AIScriptInsectDealer::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: switch (_state) { case 0: *animation = 545; if (_counter) { _counter--; if (Random_Query(0, 6) == 0) { _frameDelta = -_frameDelta; } } else { _animationFrame += _frameDelta; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; if (Random_Query(0, 2) == 0) { _state = 2 * Random_Query(0, 1); } } if (_animationFrame < 0) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1; } _counter = Random_Query(0, 1); if (_animationFrame == 0) { _state = Random_Query(0, 1); } } break; case 1: *animation = 546; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(546)) { *animation = 545; _animationFrame = 0; _state = 0; _var2 = Random_Query(6, 14); _frameDelta = 2 * Random_Query(0, 1) - 1; } break; case 2: // TODO: test... actor will be stuck break; } break; case 1: if (_animationFrame == 0 && _flag1) { *animation = 545; _animationState = 0; } else { *animation = 548; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(548)) { _animationFrame = 0; _animationState = 0; } } break; case 2: *animation = 549; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(549)) { *animation = 548; _animationFrame = 0; _animationState = 1; } break; case 3: *animation = 550; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(550)) { *animation = 548; _animationFrame = 0; _animationState = 1; } break; case 4: *animation = 551; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(551)) { *animation = 548; _animationFrame = 0; _animationState = 1; } break; case 5: *animation = 552; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(552)) { *animation = 548; _animationFrame = 0; _animationState = 1; } break; case 6: *animation = 553; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(553)) { *animation = 548; _animationFrame = 0; _animationState = 1; } break; case 7: *animation = 554; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(554)) { *animation = 548; _animationFrame = 0; _animationState = 1; } break; case 8: *animation = 547; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(547)) { *animation = 545; _animationFrame = 0; _animationState = 0; } break; } *frame = _animationFrame; return true; } bool AIScriptInsectDealer::ChangeAnimationMode(int mode) { switch (mode) { case 0: if (_animationState > 0 && _animationState <= 7) { _flag1 = true; } else { _animationState = 0; _animationFrame = 0; } break; case 3: case 18: case 19: _animationState = 1; _animationFrame = 0; _flag1 = false; break; case 12: _animationState = 2; _animationFrame = 0; _flag1 = false; break; case 13: _animationState = 3; _animationFrame = 0; _flag1 = false; break; case 14: _animationState = 4; _animationFrame = 0; _flag1 = false; break; case 15: _animationState = 5; _animationFrame = 0; _flag1 = false; break; case 16: _animationState = 6; _animationFrame = 0; _flag1 = false; break; case 17: _animationState = 7; _animationFrame = 0; _flag1 = false; break; case 23: _animationState = 8; _animationFrame = 0; break; default: break; } return true; } void AIScriptInsectDealer::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptInsectDealer::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptInsectDealer::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptInsectDealer::FledCombat() { // return false; } } // End of namespace BladeRunner