/* 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 { AIScriptRajif::AIScriptRajif(BladeRunnerEngine *vm) : AIScriptBase(vm) { } void AIScriptRajif::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; Actor_Set_Goal_Number(kActorRajif, 0); } bool AIScriptRajif::Update() { if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Goal_Number(kActorRajif) < 400) Actor_Set_Goal_Number(kActorRajif, 599); return false; } void AIScriptRajif::TimerExpired(int timer) { //return false; } void AIScriptRajif::CompletedMovementTrack() { //return false; } void AIScriptRajif::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptRajif::ClickedByPlayer() { //return false; } void AIScriptRajif::EnteredScene(int sceneId) { // return false; } void AIScriptRajif::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptRajif::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptRajif::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptRajif::ShotAtAndMissed() { // return false; } bool AIScriptRajif::ShotAtAndHit() { return false; } void AIScriptRajif::Retired(int byActorId) { // return false; } int AIScriptRajif::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptRajif::GoalChanged(int currentGoalNumber, int newGoalNumber) { if (newGoalNumber == 300) { Actor_Put_In_Set(kActorRajif, kSetMA02_MA04); Actor_Set_At_XYZ(kActorRajif, -73.34f, -140.40f, 342.0f, 300); Actor_Change_Animation_Mode(kActorRajif, 0); return true; } if (newGoalNumber == 599) { Actor_Put_In_Set(kActorRajif, kSetFreeSlotI); Actor_Set_At_Waypoint(kActorRajif, 41, 0); return true; } return false; } bool AIScriptRajif::UpdateAnimation(int *animation, int *frame) { if (_animationState <= 1) { if (_animationState) { *animation = 751; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(751)) { _animationFrame = 0; } } else { // bug in original. Both branches are equal *animation = 751; _animationFrame++; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(751)) { _animationFrame = 0; } } } *frame = _animationFrame; return true; } bool AIScriptRajif::ChangeAnimationMode(int mode) { if (!mode) { _animationState = 0; _animationFrame = 0; } return true; } void AIScriptRajif::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptRajif::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptRajif::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptRajif::FledCombat() { // return false; } } // End of namespace BladeRunner