/* 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 { AIScriptShoeshineMan::AIScriptShoeshineMan(BladeRunnerEngine *vm) : AIScriptBase(vm) { _state = false; } void AIScriptShoeshineMan::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _state = false; } bool AIScriptShoeshineMan::Update() { return false; } void AIScriptShoeshineMan::TimerExpired(int timer) { //return false; } void AIScriptShoeshineMan::CompletedMovementTrack() { //return false; } void AIScriptShoeshineMan::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptShoeshineMan::ClickedByPlayer() { if (Actor_Query_Goal_Number(kActorShoeshineMan) != 100) { return; } if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1098.15f, -0.04f, -201.53f, 0, true, false, 0)) { Actor_Set_Goal_Number(kActorShoeshineMan, 102); Actor_Face_Actor(kActorMcCoy, kActorShoeshineMan, true); Actor_Says_With_Pause(kActorShoeshineMan, 0, 1.2f, 13); Actor_Says(kActorMcCoy, 730, 17); Actor_Says(kActorShoeshineMan, 10, 13); Actor_Says(kActorShoeshineMan, 20, 12); Actor_Says_With_Pause(kActorMcCoy, 735, 1.0f, 14); Actor_Change_Animation_Mode(kActorShoeshineMan, 29); } } void AIScriptShoeshineMan::EnteredScene(int sceneId) { // return false; } void AIScriptShoeshineMan::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptShoeshineMan::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptShoeshineMan::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptShoeshineMan::ShotAtAndMissed() { // return false; } bool AIScriptShoeshineMan::ShotAtAndHit() { return false; } void AIScriptShoeshineMan::Retired(int byActorId) { // return false; } int AIScriptShoeshineMan::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptShoeshineMan::GoalChanged(int currentGoalNumber, int newGoalNumber) { switch (newGoalNumber) { case 100: Actor_Put_In_Set(kActorShoeshineMan, kSetDR01_DR02_DR04); Actor_Set_At_XYZ(kActorShoeshineMan, -1160.0f, -0.04f, -235.0f, 524); break; case 101: AI_Movement_Track_Flush(kActorShoeshineMan); AI_Movement_Track_Append(kActorShoeshineMan, 281, 0); AI_Movement_Track_Append(kActorShoeshineMan, 40, 0); AI_Movement_Track_Repeat(kActorShoeshineMan); break; } return false; } bool AIScriptShoeshineMan::UpdateAnimation(int *animation, int *frame) { return true; } bool AIScriptShoeshineMan::ChangeAnimationMode(int mode) { switch (mode) { case 0: if (_animationState >= 2 && _animationState <= 4) { _state = true; } else { _animationState = 0; _animationFrame = 0; } break; case 1: _animationState = 1; _animationFrame = 0; break; case 3: _animationState = 2; _animationFrame = 0; _state = false; break; case 12: _animationState = 3; _animationFrame = 0; _state = false; break; case 13: _animationState = 4; _animationFrame = 0; _state = false; break; case 23: _animationState = 5; _animationFrame = 0; break; case 29: _animationState = 6; _animationFrame = 0; break; default: break; } return true; } void AIScriptShoeshineMan::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptShoeshineMan::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptShoeshineMan::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptShoeshineMan::FledCombat() { // return false; } } // End of namespace BladeRunner