/* 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 { AIScriptMurray::AIScriptMurray(BladeRunnerEngine *vm) : AIScriptBase(vm) { _flag = false; } void AIScriptMurray::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _flag = false; Actor_Put_In_Set(kActorMurray, kSetHF01); Actor_Set_At_XYZ(kActorMurray, 566.07f, -0.01f, -205.43f, 271); Actor_Set_Goal_Number(kActorMurray, 0); } bool AIScriptMurray::Update() { if (Global_Variable_Query(kVariableChapter) == 4 && Actor_Query_Goal_Number(kActorMurray) != 300) Actor_Set_Goal_Number(kActorMurray, 300); if (Player_Query_Current_Set() == 37) { if (!Actor_Query_In_Set(kActorMcCoy, kSetHF01) || !Actor_Query_In_Set(kActorMurray, kSetHF01) || Actor_Query_Inch_Distance_From_Actor(kActorMcCoy, kActorMurray) >= 48 || Game_Flag_Query(377)) { return false; } Actor_Set_Goal_Number(kActorMurray, 1); } return true; } void AIScriptMurray::TimerExpired(int timer) { //return false; } void AIScriptMurray::CompletedMovementTrack() { //return false; } void AIScriptMurray::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptMurray::ClickedByPlayer() { //return false; } void AIScriptMurray::EnteredScene(int sceneId) { // return false; } void AIScriptMurray::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptMurray::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptMurray::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptMurray::ShotAtAndMissed() { // return false; } bool AIScriptMurray::ShotAtAndHit() { return false; } void AIScriptMurray::Retired(int byActorId) { // return false; } int AIScriptMurray::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptMurray::GoalChanged(int currentGoalNumber, int newGoalNumber) { if (newGoalNumber == 300) { Actor_Put_In_Set(kActorMurray, kSetFreeSlotH); Actor_Set_At_Waypoint(kActorMurray, 40, 0); } return false; } bool AIScriptMurray::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = 698; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(698)) _animationFrame = 0; break; case 1: *animation = 700; if (!_animationFrame && _flag) { _animationState = 0; } else { _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(700)) _animationFrame = 0; } break; case 2: *animation = 701; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(701)) { _animationFrame = 0; _animationState = 1; *animation = 700; } break; case 3: *animation = 702; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(702)) { _animationFrame = 0; _animationState = 1; *animation = 700; } break; case 4: *animation = 703; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(703)) { _animationFrame = 0; _animationState = 1; *animation = 700; } break; case 5: *animation = 704; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(704)) { _animationFrame = 0; _animationState = 1; *animation = 700; } break; case 6: *animation = 699; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(699)) { *animation = 698; _animationFrame = 0; _animationState = 0; } break; default: break; } *frame = _animationFrame; return true; } bool AIScriptMurray::ChangeAnimationMode(int mode) { switch (mode) { case 0: if (_animationState > 0 && _animationState <= 5) { _flag = true; } else { _animationState = 0; _animationFrame = 0; } break; case 3: _animationState = 1; _animationFrame = 0; _flag = false; break; case 12: _animationState = 2; _animationFrame = 0; _flag = false; break; case 13: _animationState = 3; _animationFrame = 0; _flag = false; break; case 14: _animationState = 4; _animationFrame = 0; _flag = false; break; case 15: _animationState = 5; _animationFrame = 0; _flag = false; break; default: break; } return true; } void AIScriptMurray::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptMurray::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptMurray::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptMurray::FledCombat() { // return false; } } // End of namespace BladeRunner