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/* 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) {
}
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, -1098.15, -0.039999999, -201.53, 0, true, false, 0)) {
Actor_Set_Goal_Number(kActorShoeshineMan, 102);
Actor_Face_Actor(kActorMcCoy, kActorShoeshineMan, true);
Actor_Says_With_Pause(kActorShoeshineMan, 0, 1.2, 13);
Actor_Says(kActorMcCoy, 730, 17);
Actor_Says(kActorShoeshineMan, 10, 13);
Actor_Says(kActorShoeshineMan, 20, 12);
Actor_Says_With_Pause(kActorMcCoy, 735, 1.0, 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) {
if (newGoalNumber - 100 <= 1) {
if (newGoalNumber == 100) {
Actor_Put_In_Set(kActorShoeshineMan, kSetDR01_DR02_DR04);
Actor_Set_At_XYZ(kActorShoeshineMan, -1160.0, -0.039999999, -235.0, 524);
} else {
AI_Movement_Track_Flush(kActorShoeshineMan);
AI_Movement_Track_Append(kActorShoeshineMan, 281, 0);
AI_Movement_Track_Append(kActorShoeshineMan, 40, 0);
AI_Movement_Track_Repeat(kActorShoeshineMan);
}
}
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
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