/* 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 { AIScriptMia::AIScriptMia(BladeRunnerEngine *vm) : AIScriptBase(vm) { _flag1 = false; } void AIScriptMia::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _flag1 = false; Actor_Put_In_Set(kActorMia, kSetHF01); Actor_Set_At_XYZ(kActorMia, 606.77f, -0.01f, -214.3f, 511); Actor_Set_Goal_Number(kActorMia, 0); } bool AIScriptMia::Update() { if (Global_Variable_Query(kVariableChapter) == 4 && Actor_Query_Goal_Number(kActorMia) != 300) Actor_Set_Goal_Number(kActorMia, 300); return false; } void AIScriptMia::TimerExpired(int timer) { //return false; } void AIScriptMia::CompletedMovementTrack() { //return false; } void AIScriptMia::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptMia::ClickedByPlayer() { //return false; } void AIScriptMia::EnteredScene(int sceneId) { // return false; } void AIScriptMia::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptMia::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptMia::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptMia::ShotAtAndMissed() { // return false; } bool AIScriptMia::ShotAtAndHit() { return false; } void AIScriptMia::Retired(int byActorId) { // return false; } int AIScriptMia::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptMia::GoalChanged(int currentGoalNumber, int newGoalNumber) { if (newGoalNumber == 300) { Actor_Put_In_Set(kActorMia, kSetFreeSlotH); Actor_Set_At_Waypoint(kActorMia, 40, 0); } return false; } bool AIScriptMia::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = 566; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(566)) _animationFrame = 0; break; case 1: *animation = 567; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(567)) { *animation = 566; _animationFrame = 0; _animationState = 0; } break; case 2: *animation = 568; if (!_animationFrame && _flag1) { *animation = 566; _animationFrame = 0; _animationState = 0; } else { _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; } } break; case 3: *animation = 569; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(569)) { _animationFrame = 0; _animationState = 2; *animation = 568; } break; case 4: *animation = 570; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(570)) { _animationFrame = 0; _animationState = 2; *animation = 568; } break; default: break; } *frame = _animationFrame; return true; } bool AIScriptMia::ChangeAnimationMode(int mode) { switch (mode) { case 0: if (_animationState >= 2 && _animationState <= 4) { _flag1 = false; } else { _animationFrame = 0; _animationState = 0; } break; case 3: _animationFrame = 0; _flag1 = false; _animationState = 2; break; case 12: _animationFrame = 0; _flag1 = false; _animationState = 3; break; case 13: _animationFrame = 0; _flag1 = false; _animationState = 4; break; case 23: _animationFrame = 0; _animationState = 1; break; default: break; } return true; } void AIScriptMia::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptMia::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptMia::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptMia::FledCombat() { // return false; } } // End of namespace BladeRunner