/* 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 { AIScriptTaffyPatron::AIScriptTaffyPatron(BladeRunnerEngine *vm) : AIScriptBase(vm) { } void AIScriptTaffyPatron::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; } bool AIScriptTaffyPatron::Update() { return false; } void AIScriptTaffyPatron::TimerExpired(int timer) { //return false; } void AIScriptTaffyPatron::CompletedMovementTrack() { //return false; } void AIScriptTaffyPatron::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptTaffyPatron::ClickedByPlayer() { //return false; } void AIScriptTaffyPatron::EnteredScene(int sceneId) { // return false; } void AIScriptTaffyPatron::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptTaffyPatron::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptTaffyPatron::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptTaffyPatron::ShotAtAndMissed() { // return false; } bool AIScriptTaffyPatron::ShotAtAndHit() { return false; } void AIScriptTaffyPatron::Retired(int byActorId) { // return false; } int AIScriptTaffyPatron::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptTaffyPatron::GoalChanged(int currentGoalNumber, int newGoalNumber) { switch (newGoalNumber) { case 0: Actor_Put_In_Set(kActorTaffyPatron, kSetFreeSlotH); Actor_Set_At_Waypoint(kActorTaffyPatron, 40, 0); return true; case 250: Actor_Put_In_Set(kActorTaffyPatron, kSetNR01); Actor_Set_At_XYZ(kActorTaffyPatron, -170.4f, 23.68f, -850.0f, 324); Async_Actor_Walk_To_XYZ(kActorTaffyPatron, -390.0f, 31.55f, -429.0f, 24, true); return true; case 255: Actor_Put_In_Set(kActorTaffyPatron, kSetNR01); Actor_Set_At_XYZ(kActorTaffyPatron, -170.4f, 23.68f, -850.0f, 324); Actor_Change_Animation_Mode(kActorTaffyPatron, 48); return true; default: break; } return false; } bool AIScriptTaffyPatron::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: *animation = 406; _animationFrame = 0; break; case 1: *animation = 918; _animationFrame++; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(918) - 1) { _animationFrame = 0; } break; case 2: *animation = 919; if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(919) - 1) { _animationFrame++; } break; default: break; } *frame = _animationFrame; return true; } bool AIScriptTaffyPatron::ChangeAnimationMode(int mode) { switch (mode) { case 0: _animationState = 0; _animationFrame = 0; break; case 2: _animationState = 1; _animationFrame = 0; break; case kAnimationModeDie: _animationState = 2; _animationFrame = 0; break; default: break; } return true; } void AIScriptTaffyPatron::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptTaffyPatron::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptTaffyPatron::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptTaffyPatron::FledCombat() { // return false; } } // End of namespace BladeRunner