/* 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 {

AIScriptSadik::AIScriptSadik(BladeRunnerEngine *vm) : AIScriptBase(vm) {
	_flag = 0;
	_var1 = 0;
	_var2 = 0;
	_var3 = 0;
	_var4 = 1;
}

void AIScriptSadik::Initialize() {
	_animationFrame = 0;
	_animationState = 0;
	_animationStateNext = 0;
	_animationNext = 0;

	_flag = 0;
	_var1 = 0;
	_var2 = 0;
	_var3 = 0;
	_var4 = 1;

	Actor_Put_In_Set(kActorSadik, kSetFreeSlotA);
	Actor_Set_At_Waypoint(kActorSadik, 33, 0);
	Actor_Set_Goal_Number(kActorSadik, 100);
}

bool AIScriptSadik::Update() {
	if (Global_Variable_Query(kVariableChapter) != 2 || Player_Query_Current_Scene() != 10 || Game_Flag_Query(391)) {
		if (_var1) {
			Sound_Play(_var1, 100, 0, 0, 50);
			_var1 = 0;
		}
		if (Global_Variable_Query(kVariableChapter) == 3 && Actor_Query_Goal_Number(kActorSadik) < 200) {
			Actor_Set_Goal_Number(kActorSadik, 200);
		}
		if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Goal_Number(kActorSadik) < 400) {
			Actor_Set_Goal_Number(kActorSadik, 400);
		}
		if (Actor_Query_Goal_Number(kActorSadik) == 411) {
			if (Game_Flag_Query(657)) {
				Actor_Set_Goal_Number(kActorSadik, 412);
			}
		}
		return false;
	} else {
		Actor_Set_Goal_Number(kActorSadik, 101);
		Actor_Set_Targetable(kActorSadik, 1);
		Game_Flag_Set(391);
		Game_Flag_Set(406);
		return true;
	}
}

void AIScriptSadik::TimerExpired(int timer) {
	if (!timer) {
		AI_Countdown_Timer_Reset(kActorSadik, 0);

		switch (Actor_Query_Goal_Number(kActorSadik)) {
		case 302:
			Actor_Set_Goal_Number(kActorSadik, 305);
			break;

		case 303:
			Actor_Set_Goal_Number(kActorSadik, 305);
			break;

		case 307:
			Actor_Set_Goal_Number(kActorSadik, 308);
			break;
		}
	}
}

void AIScriptSadik::CompletedMovementTrack() {
	switch (Actor_Query_Goal_Number(kActorSadik)) {
	case 301:
		Actor_Set_Goal_Number(kActorSadik, 302);
		break;

	case 101:
		Actor_Set_Goal_Number(kActorSadik, 102);
		break;

	case 104:
		Actor_Set_Goal_Number(kActorSadik, 105);
		break;

	case 105:
		Actor_Set_Goal_Number(kActorSadik, 106);
		break;

	default:
		return; //false;
	}

	return; //true;
}

void AIScriptSadik::ReceivedClue(int clueId, int fromActorId) {
	//return false;
}

void AIScriptSadik::ClickedByPlayer() {
	if (Actor_Query_Goal_Number(kActorSadik) == 599) {
		Actor_Face_Actor(kActorMcCoy, kActorSadik, 1);
		Actor_Says(kActorMcCoy, 8580, 16);
	}
}

void AIScriptSadik::EnteredScene(int sceneId) {
	// return false;
}

void AIScriptSadik::OtherAgentEnteredThisScene(int otherActorId) {
	// return false;
}

void AIScriptSadik::OtherAgentExitedThisScene(int otherActorId) {
	// return false;
}

void AIScriptSadik::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
	// return false;
}

void AIScriptSadik::ShotAtAndMissed() {
	if (Actor_Query_Goal_Number(kActorSadik) == 414 || Actor_Query_Goal_Number(kActorSadik) == 416) {
		Game_Flag_Set(714);
		if (Actor_Query_Which_Set_In(kActorSadik) != 48) {
			Actor_Set_Goal_Number(kActorSadik, 418);
			Scene_Exits_Disable();
		}
	}
}

bool AIScriptSadik::ShotAtAndHit() {
	if (Actor_Query_Goal_Number(kActorSadik) == 301) {
		if (Game_Flag_Query(48)) {
			Actor_Set_Health(kActorSadik, 60, 60);
		} else {
			Actor_Set_Health(kActorSadik, 40, 40);
		}
		return true;
	} else {
		if (Actor_Query_Goal_Number(kActorSadik) == 414 || Actor_Query_Goal_Number(kActorSadik) == 416) {
			Game_Flag_Set(714);
			if (Actor_Query_Which_Set_In(kActorSadik) != 48) {
				Actor_Set_Goal_Number(kActorSadik, 418);
				Scene_Exits_Disable();
			}
		}
		return false;
	}
}

void AIScriptSadik::Retired(int byActorId) {
	if ((Actor_Query_Goal_Number(kActorSadik) == 418 || Actor_Query_Goal_Number(kActorSadik) == 450)
			&& Actor_Query_Which_Set_In(kActorSadik) != 48) {
		Scene_Exits_Enable();
	}
	if (Actor_Query_In_Set(kActorSadik, kSetKP07)) {
		Global_Variable_Decrement(51, 1);
		Actor_Set_Goal_Number(kActorSadik, 599);

		if (!Global_Variable_Query(51)) {
			Player_Loses_Control();
			Delay(2000);
			Player_Set_Combat_Mode(0);
			Loop_Actor_Walk_To_XYZ(kActorMcCoy, -12.0f, -41.58f, 72.0f, 0, 1, 0, 0);
			Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
			Ambient_Sounds_Remove_All_Looping_Sounds(1);
			Game_Flag_Set(579);
			Game_Flag_Reset(653);
			Set_Enter(kSetKP05_KP06, kSetKP03);
			return; //true;
		}
	}

	Actor_Set_Goal_Number(kActorSadik, 599);

	return; //false;
}

int AIScriptSadik::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
	return 0;
}

bool AIScriptSadik::GoalChanged(int currentGoalNumber, int newGoalNumber) {
	switch (newGoalNumber) {
	case 100:
		AI_Movement_Track_Flush(kActorSadik);
		AI_Movement_Track_Append(kActorSadik, 33, 0);
		AI_Movement_Track_Repeat(kActorSadik);
		return true;

	case 101:
		AI_Movement_Track_Flush(kActorSadik);
		AI_Movement_Track_Append_Run(kActorSadik, 131, 0);
		AI_Movement_Track_Append_Run(kActorSadik, 132, 0);
		AI_Movement_Track_Append_Run(kActorSadik, 133, 0);
		AI_Movement_Track_Repeat(kActorSadik);
		return true;

	case 102:
		AI_Movement_Track_Flush(kActorSadik);
		AI_Movement_Track_Append(kActorSadik, 313, 0);
		AI_Movement_Track_Repeat(kActorSadik);
		Game_Flag_Set(509);
		return true;

	case 103:
		Actor_Set_Immunity_To_Obstacles(kActorSadik, 1);
		Actor_Face_Heading(kActorSadik, kActorMcCoy, kActorMcCoy);
		_animationState = 32;
		_animationFrame = -1;
		Actor_Change_Animation_Mode(kActorMcCoy, 48);
		return true;

	case 104:
		Actor_Set_Goal_Number(kActorMcCoy, 100);
		AI_Movement_Track_Flush(kActorSadik);
		AI_Movement_Track_Append(kActorSadik, 314, 0);
		AI_Movement_Track_Append_Run(kActorSadik, 317, 0);
		AI_Movement_Track_Repeat(kActorSadik);
		return true;

	case 105:
		Actor_Change_Animation_Mode(kActorSadik, 62);
		return true;

	case 106:
		Actor_Face_Heading(kActorSadik, 100, 0);
		Actor_Change_Animation_Mode(kActorSadik, 63);
		Actor_Set_Goal_Number(kActorClovis, 101);
		Actor_Set_Immunity_To_Obstacles(kActorSadik, 0);
		return true;

	case 107:
		_var1 = 0;
		return false;

	case 200:
		Actor_Put_In_Set(kActorSadik, kSetFreeSlotA);
		Actor_Set_At_Waypoint(kActorSadik, 33, 0);
		Actor_Set_Goal_Number(kActorMcCoy, 199);
		return true;

	case 300:
		Actor_Put_In_Set(kActorSadik, kSetUG18);
		Actor_Set_At_XYZ(kActorSadik, 111.89f, 0.0f, 408.42f, 0);
		Actor_Change_Animation_Mode(kActorSadik, 4);
		return true;

	case 301:
		Actor_Set_Targetable(kActorSadik, 1);
		World_Waypoint_Set(436, 89, -356.11f, 0.0f, 652.42f);
		AI_Movement_Track_Flush(kActorSadik);
		AI_Movement_Track_Append_Run(kActorSadik, 436, 0);
		AI_Movement_Track_Repeat(kActorSadik);
		return true;

	case 302:
		Actor_Set_Targetable(kActorSadik, 0);
		return true;

	case 303:
		AI_Countdown_Timer_Reset(kActorSadik, 0);
		AI_Countdown_Timer_Start(kActorSadik, 0, 5);
		return true;

	case 304:
		Actor_Set_Targetable(kActorSadik, 0);
		AI_Countdown_Timer_Reset(kActorSadik, 0);
		return true;

	case 305:
	case 306:
	case 310:
		return true;

	case 307:
		Sound_Play(12, 100, 0, 0, 50);
		AI_Countdown_Timer_Start(kActorSadik, 0, 2);
		return true;

	case 308:
		if (Player_Query_Current_Scene() == 102) {
			Actor_Force_Stop_Walking(kActorMcCoy);
			Actor_Change_Animation_Mode(kActorSadik, 6);
			Sound_Play(12, 100, 0, 0, 50);
			Actor_Change_Animation_Mode(kActorMcCoy, 48);
			Actor_Retired_Here(kActorMcCoy, 6, 6, 1, -1);
		}
		return true;

	case 309:
		AI_Countdown_Timer_Reset(kActorSadik, 0);
		return true;

	case 400:
		Actor_Set_Goal_Number(kActorSadik, 410);
		return true;

	case 410:
		if (Game_Flag_Query(653) == 1) {
			Actor_Set_Goal_Number(kActorSadik, 414);
		} else {
			Actor_Set_Goal_Number(kActorSadik, 411);
		}
		return true;

	case 411:
		Actor_Put_In_Set(kActorSadik, kSetKP05_KP06);
		Actor_Set_At_XYZ(kActorSadik, -1134.0f, 0.0f, 73.45f, 398);
		Actor_Set_Goal_Number(kActorClovis, 513);
		Actor_Set_Goal_Number(kActorMaggie, 411);
		return true;

	case 412:
		Actor_Says(kActorSadik, 60, 3);
		Actor_Says(kActorMcCoy, 2240, 3);
		Actor_Says(kActorSadik, 70, 3);
		Actor_Says(kActorSadik, 80, 3);
		Actor_Says(kActorMcCoy, 2245, 3);
		Actor_Says(kActorSadik, 90, 3);
		Actor_Says(kActorSadik, 100, 3);
		Actor_Says(kActorMcCoy, 2250, 3);
		Actor_Set_Goal_Number(kActorSadik, 413);
		return true;

	case 413:
		Loop_Actor_Walk_To_XYZ(kActorSadik, -1062.0f, 0.0f, 219.0f, 0, 0, 1, 0);
		Actor_Set_Targetable(kActorSadik, 1);
		Non_Player_Actor_Combat_Mode_On(kActorSadik, kActorCombatStateIdle, true, kActorMcCoy, 9, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, -1, -1, 15, 300, false);
		Actor_Set_Goal_Number(kActorSadik, 450);
		return true;

	case 414:
		Actor_Put_In_Set(kActorSadik, kSetKP05_KP06);
		Actor_Set_At_XYZ(kActorSadik, -961.0f, 0.0f, -778.0f, 150);
		Actor_Set_Targetable(kActorSadik, 1);
		return true;

	case 415:
		Actor_Says(kActorSadik, 110, 3);
		Actor_Says(kActorMcCoy, 2290, 3);
		Actor_Says(kActorSadik, 310, 3);
		Actor_Says(kActorMcCoy, 2300, 3);
		if (Game_Flag_Query(48)) {
			Actor_Says(kActorSadik, 180, 3);
			Actor_Says(kActorSadik, 190, 3);
			Actor_Says(kActorMcCoy, 2310, 3);
			Actor_Says(kActorSadik, 200, 3);
		} else {
			Actor_Says(kActorSadik, 140, 3);
			Actor_Says(kActorSadik, 150, 3);
			Actor_Says(kActorMcCoy, 2305, 3);
			Actor_Says(kActorSadik, 160, 3);
			Actor_Says(kActorSadik, 170, 3);
		}
		Actor_Says(kActorMcCoy, 2315, 3);
		Actor_Says(kActorSadik, 210, 3);
		Actor_Says(kActorSadik, 220, 3);
		Actor_Says(kActorSadik, 230, 3);
		Actor_Says(kActorSadik, 240, 3);
		Actor_Says(kActorSadik, 250, 3);
		Actor_Says(kActorSadik, 260, 3);
		Actor_Set_Goal_Number(kActorSadik, 416);
		return true;

	case 416:
		Loop_Actor_Walk_To_XYZ(kActorSadik, -961.0f, 0.0f, -778.0f, 0, 0, 0, 0);
		Actor_Face_Heading(kActorSadik, 150, 0);
		return true;

	case 417:
		Actor_Face_Actor(kActorSadik, kActorMcCoy, 1);
		Actor_Says(kActorSadik, 320, 3);
		Loop_Actor_Walk_To_XYZ(kActorSadik, -857.0f, 0.0f, -703.0f, 0, 0, 1, 0);
		Actor_Says(kActorMcCoy, 2330, 3);
		Actor_Says(kActorSadik, 330, 3);
		Actor_Says(kActorMcCoy, 2335, 3);
		Actor_Says(kActorSadik, 340, 3);
		Actor_Set_Goal_Number(kActorSadik, 416);
		return true;

	case 418:
		Game_Flag_Reset(653);
		Actor_Set_Goal_Number(kActorClovis, 518);
		Non_Player_Actor_Combat_Mode_On(kActorSadik, kActorCombatStateIdle, true, kActorMcCoy, 9, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, 0, -1, -1, 15, 300, false);
		return true;

	case 419:
		Actor_Put_In_Set(kActorSadik, kSetKP07);
		Actor_Set_At_XYZ(kActorSadik, -12.0f, -41.58f, 72.0f, 0);
		return true;

	case 420:
	case 450:
		return true;
	}
	return false;
}

bool AIScriptSadik::UpdateAnimation(int *animation, int *frame) {
	switch (_animationState) {
	case 0:
		if (_var2 == 1) {
			*animation = 329;
			_animationFrame++;
			if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(329)) {
				*animation = 328;
				_animationFrame = 0;
				_var2 = 0;
			}
		} else if (_var2 == 0) {
			*animation = 328;
			if (_var3) {
				_var3--;
				if (!Random_Query(0, 6)) {
					_var4 = -_var4;
				}
			} else {
				_animationFrame += _var4;
				if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(328)) {
					_animationFrame = 0;
				}
				if (_animationFrame < 0) {
					_animationFrame = Slice_Animation_Query_Number_Of_Frames(328) - 1;
				}
				if (!Random_Query(0, 4)) {
					_var3 = 1;
				}
				if (!_animationFrame || _animationFrame == 8) {
					_var3 = Random_Query(2, 8);
				}
				if (!Random_Query(0, 2)) {
					if (!_animationFrame) {
						_var2 = 1;
						_var3 = 0;
						*animation = 329;
					}
				}
			}
		}
		break;

	case 1:
	case 2:
	case 3:
	case 4:
	case 5:
	case 6:
		switch (_animationState) {
		case 1:
			*animation = 323;
			break;
		case 2:
			*animation = 324;
			break;
		case 3:
			*animation = 317;
			break;
		case 4:
			*animation = 318;
			break;
		case 6:
			*animation = 340;
			break;
		case 5:
			*animation = 339;
			break;
		}
		_animationFrame++;
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
			_animationFrame = 0;
		}
		break;

	case 7:
		*animation = 312;
		_animationFrame++;
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(312)) {
			_animationFrame = 0;
		}
		break;

	case 8:
		*animation = 313;
		_animationFrame++;
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(313)) {
			_animationFrame = 0;
			_animationState = 7;
			*animation = 312;
			Actor_Change_Animation_Mode(kActorSadik, 4);
		}
		break;

	case 9:
		*animation = 314;
		_animationFrame++;
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(314)) {
			_animationFrame = 0;
			_animationState = 7;
			*animation = 312;
			Actor_Change_Animation_Mode(kActorSadik, 4);
		}
		break;

	case 10:
		*animation = 325;
		_animationFrame++;
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(325)) {
			*animation = 328;
			_animationFrame = 0;
			_animationState = 0;
			Actor_Change_Animation_Mode(kActorSadik, 0);
		}
		break;

	case 11:
		*animation = 326;
		_animationFrame++;
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(326)) {
			*animation = 328;
			_animationFrame = 0;
			_animationState = 0;
			Actor_Change_Animation_Mode(kActorSadik, 0);
		}
		break;

	case 12:
		*animation = 315;
		_animationFrame++;
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(315)) {
			_animationFrame = 0;
			_animationState = 7;
			*animation = 312;
			Actor_Change_Animation_Mode(kActorSadik, 4);
		}
		break;

	case 13:
		*animation = 316;
		_animationFrame++;
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(316)) {
			_animationFrame = 0;
			_animationState = 7;
			*animation = 312;
			Actor_Change_Animation_Mode(kActorSadik, 4);
		}
		break;

	case 14:
		*animation = 327;
		if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(327) - 1) {
			_animationFrame++;
		}
		break;

	case 15:
		*animation = 327;
		if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(327) - 1) {
			_animationFrame++;
		}
		break;

	case 16:
		*animation = 320;
		_animationFrame++;
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(320)) {
			_animationFrame = 0;
			_animationState = 7;
			*animation = 312;
		}
		break;

	case 17:
		*animation = 321;
		_animationFrame++;
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(321)) {
			*animation = 328;
			_animationFrame = 0;
			_animationState = 0;
		}
		break;

	case 18:
		*animation = 322;
		_animationFrame++;
		if (_animationFrame == 5) {
			int snd;
			if (Random_Query(1, 2) == 1) {
				snd = 9010;
			} else {
				snd = 9015;
			}
			Sound_Play_Speech_Line(8, snd, 75, 0, 99);
		}
		if (_animationFrame == 7) {
			Actor_Combat_AI_Hit_Attempt(kActorSadik);
		}
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(322)) {
			_animationFrame = 0;
			_animationState = 7;
			*animation = 312;
			Actor_Change_Animation_Mode(kActorSadik, 4);
		}
		break;

	case 19:
		*animation = 331;
		if (!_animationFrame && _flag) {
			*animation = 328;
			_animationState = 0;
			_flag = 0;
		} else {
			_animationFrame++;
			if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(331)) {
				_animationFrame = 0;
			}
		}
		break;

	case 20:
	case 21:
	case 22:
	case 23:
	case 24:
	case 25:
	case 26:
		switch (_animationState) {
		case 20:
			*animation = 332;
			break;
		case 21:
			*animation = 333;
			break;
		case 22:
			*animation = 334;
			break;
		case 23:
			*animation = 335;
			break;
		case 24:
			*animation = 336;
			break;
		case 25:
			*animation = 337;
			break;
		default:
			*animation = 338;
			break;
		}
		_animationFrame++;
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
			_animationFrame = 0;
			_animationState = 19;
			*animation = 331;
		}
		break;

	case 27:
		*animation = 330;
		_animationFrame++;
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(330)) {
			*animation = 328;
			_animationFrame = 0;
			_animationState = 0;
			Actor_Change_Animation_Mode(kActorSadik, 0);
		}
		break;

	case 28:
		*animation = 341;
		_animationFrame++;
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(341)) {
			*animation = 328;
			_animationFrame = 0;
			_animationState = 0;
		}
		break;

	case 29:
		*animation = 342;
		_animationFrame++;
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(342)) {
			*animation = 328;
			_animationFrame = 0;
			_animationState = 0;
		}
		break;

	case 30:
		*animation = 343;
		_animationFrame++;
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(343)) {
			*animation = 328;
			_animationFrame = 0;
			_animationState = 0;
			Actor_Change_Animation_Mode(kActorSadik, 0);
		}
		break;

	case 31:
		*animation = 344;
		_animationFrame++;
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(344)) {
			*animation = 328;
			_animationFrame = 0;
			_animationState = 0;
			Actor_Change_Animation_Mode(kActorSadik, 0);
		}
		break;

	case 32:
		*animation = 345;
		_animationFrame++;
		if (_animationFrame == 23) {
			_var1 = 201;
		}
		if (_animationFrame >= 25) {
			_animationFrame = 0;
			_animationState = 0;
			*animation = 328;
			Actor_Set_Goal_Number(kActorSadik, 104);
		}
		break;

	case 33:
		*animation = 344;
		_animationFrame++;
		if (Actor_Query_Goal_Number(kActorSadik) == 105) {
			if (_animationFrame == 4) {
				_var1 = 221;
			}
			if (_animationFrame == 6) {
				Actor_Change_Animation_Mode(0, 21);
			}
		}
		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
			*animation = 328;
			_animationFrame = 0;
			_animationState = 0;

			Actor_Change_Animation_Mode(kActorSadik, 0);
			if (Actor_Query_Goal_Number(kActorSadik) == 105) {
				Actor_Change_Animation_Mode(kActorSadik, 63);
			}
		}
		break;

	case 34:
		*animation = 343;
		_animationFrame++;
		if (_animationFrame == 4) {
			if (Actor_Query_Goal_Number(kActorSadik) == 105) {
				Actor_Change_Animation_Mode(0, 48);
				_var1 = 222;
			} else {
				Actor_Change_Animation_Mode(0, 68);
				_var1 = 223;
			}
		}

		if (_animationFrame >= 15) {
			*animation = 328;
			_animationFrame = 0;
			_animationState = 0;
			Actor_Change_Animation_Mode(kActorSadik, 0);
			if (Actor_Query_Goal_Number(kActorSadik) == 105) {
				AI_Movement_Track_Flush(kActorSadik);
				AI_Movement_Track_Append(kActorSadik, 318, 0);
				AI_Movement_Track_Repeat(kActorSadik);
			} else {
				if (Actor_Query_Goal_Number(kActorSadik) == 106) {
					Actor_Change_Animation_Mode(kActorSadik, 63);
				}
			}
		}
		break;

	default:
		*animation = 406;
		_animationFrame = 0;
		break;
	}

	*frame = _animationFrame;

	return true;
}

bool AIScriptSadik::ChangeAnimationMode(int mode) {
	Actor_Set_Frame_Rate_FPS(kActorSadik, -2);

	switch (mode) {
	case 0:
		switch (_animationState) {
		case 19:
		case 20:
		case 21:
		case 22:
		case 23:
		case 24:
		case 25:
		case 26:
			_flag = 1;
			break;
		case 30:
		case 31:
			return 1;
		default:
			_animationState = 0;
			_animationFrame = 0;
			_var3 = 0;
			break;
		}
		break;

	case 1:
		_animationFrame = 0;
		_animationState = 1;
		break;

	case 2:
		_animationFrame = 0;
		_animationState = 2;
		break;

	case 3:
		_animationState = 20;
		_animationFrame = 0;
		break;

	case 4:
		switch (_animationState) {
		case 0:
			_animationFrame = 0;
			_animationState = 16;
			break;
		case 3:
		case 4:
			_animationState = 7;
			_animationFrame = 0;
			break;
		case 7:
		case 16:
		case 18:
			return true;
		case 17:
			_animationFrame = 0;
			_animationState = 7;
			break;
		default:
			_animationFrame = 0;
			_animationState = 16;
			break;
		}
		break;

	case 5:
	case 9:
	case 10:
	case 11:
	case 19:
	case 20:
		return true;

	case 6:
		_animationFrame = 0;
		_animationState = 18;
		break;

	case 7:
		_animationFrame = 0;
		_animationState = 3;
		break;

	case 8:
		_animationFrame = 0;
		_animationState = 4;
		break;

	case 12:
		_animationState = 20;
		_animationFrame = 0;
		break;

	case 13:
		_animationState = 21;
		_animationFrame = 0;
		break;

	case 14:
		_animationState = 22;
		_animationFrame = 0;
		break;

	case 15:
		_animationState = 23;
		_animationFrame = 0;
		break;

	case 16:
		_animationState = 24;
		_animationFrame = 0;
		break;

	case 17:
		_animationState = 25;
		_animationFrame = 0;
		break;

	case 18:
		_animationState = 26;
		_animationFrame = 0;
		break;

	case 21:
		switch (_animationState) {
		case 7:
		case 8:
		case 9:
		case 16:
		case 17:
		case 18:
			if (Random_Query(0, 1)) {
				_animationState = 13;
			} else {
				_animationState = 12;
			}
			break;
		case 10:
		case 11:
		case 12:
		case 13:
		case 14:
		case 15:
			if (Random_Query(0, 1)) {
				_animationState = 11;
			} else {
				_animationState = 10;
			}
			break;
		}
		_animationFrame = 0;
		break;

	case 22:
		if (Random_Query(0, 1)) {
			_animationState = 12;
		} else {
			_animationState = 13;
		}
		_animationFrame = 0;
		break;

	case 23:
		_animationState = 27;
		_animationFrame = 0;
		break;

	case 48:
		_animationState = 14;
		_animationFrame = 0;
		break;

	case 62:
		if (Actor_Query_Goal_Number(kActorSadik) != 105 && Actor_Query_Goal_Number(kActorSadik) != 106) {
			_animationState = 31;
			_animationFrame = 0;
		} else {
			_animationState = 33;
			_animationFrame = 0;
		}
		break;

	case 63:
		if (Actor_Query_Goal_Number(kActorSadik) != 105 && Actor_Query_Goal_Number(kActorSadik) != 106) {
			_animationState = 30;
			_animationFrame = 2;
		} else {
			_animationState = 34;
			_animationFrame = 2;
		}
		break;
	}
	return true;
}

void AIScriptSadik::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
	*animationState     = _animationState;
	*animationFrame     = _animationFrame;
	*animationStateNext = _animationStateNext;
	*animationNext      = _animationNext;
}

void AIScriptSadik::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
	_animationState     = animationState;
	_animationFrame     = animationFrame;
	_animationStateNext = animationStateNext;
	_animationNext      = animationNext;
}

bool AIScriptSadik::ReachedMovementTrackWaypoint(int waypointId) {
	return true;
}

void AIScriptSadik::FledCombat() {
	// return false;
}

} // End of namespace BladeRunner