/* 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/script.h" #include "bladerunner/bladerunner.h" namespace BladeRunner { class AIScript_McCoy : public AIScriptBase { int dword_45A0D0_animation_state; int dword_45A0D4_animation_frame; int dword_45A0D8; int dword_45A0DC; int dword_45A0E0; int dword_45A0E4; float off_45A0EC; int dword_45A0E8; int dword_45A0F0; int dword_45A0F4; int dword_45A0F8; int dword_45A0FC; int dword_462718; int dword_46271C; float off_45A100; float flt_462710; float flt_462714; public: AIScript_McCoy(BladeRunnerEngine *vm); void Initialize(); bool Update(); void TimerExpired(int timer); void CompletedMovementTrack(); void ReceivedClue(int clueId, int fromActorId); void ClickedByPlayer(); void EnteredScene(int sceneId); void OtherAgentEnteredThisScene(int otherActorId); void OtherAgentExitedThisScene(int otherActorId); void OtherAgentEnteredCombatMode(int otherActorId, int combatMode); void ShotAtAndMissed(); void ShotAtAndHit(); void Retired(int byActorId); int GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId); bool GoalChanged(int currentGoalNumber, int newGoalNumber); bool UpdateAnimation(int *animation, int *frame); bool ChangeAnimationMode(int mode); void QueryAnimationState(int *animationState, int *a2, int *a3, int *a4); void SetAnimationState(int animationState, int a2, int a3, int a4); bool ReachedMovementTrackWaypoint(int a1); void FledCombat(); private: void sub_4053E0(); void sub_4054F0(); void sub_405660(); void sub_405800(); void sub_4058B0(); void sub_405920(); void sub_405940(float a1); void sub_4059D0(float a1); }; } // End of namespace BladeRunner