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scummvm/engines/bladerunner/script/ai/early_q_bartender.cpp
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248 lines
5.5 KiB
C++

/* 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 {
AIScriptEarlyQBartender::AIScriptEarlyQBartender(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_flag = false;
_var1 = 0;
_var2 = 1;
}
void AIScriptEarlyQBartender::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_flag = false;
_var1 = 0;
_var2 = 1;
Actor_Put_In_Set(kActorEarlyQBartender, kSetNR05_NR08);
Actor_Set_At_XYZ(kActorEarlyQBartender, -717.0f, 0.0f, -468.0f, 416);
}
bool AIScriptEarlyQBartender::Update() {
return false;
}
void AIScriptEarlyQBartender::TimerExpired(int timer) {
//return false;
}
void AIScriptEarlyQBartender::CompletedMovementTrack() {
//return false;
}
void AIScriptEarlyQBartender::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptEarlyQBartender::ClickedByPlayer() {
//return false;
}
void AIScriptEarlyQBartender::EnteredScene(int sceneId) {
// return false;
}
void AIScriptEarlyQBartender::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}
void AIScriptEarlyQBartender::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}
void AIScriptEarlyQBartender::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptEarlyQBartender::ShotAtAndMissed() {
// return false;
}
bool AIScriptEarlyQBartender::ShotAtAndHit() {
return false;
}
void AIScriptEarlyQBartender::Retired(int byActorId) {
// return false;
}
int AIScriptEarlyQBartender::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptEarlyQBartender::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return false;
}
bool AIScriptEarlyQBartender::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
if (_var1 == 1) {
*animation = 753;
if (_animationFrame <= 5) {
_var2 = 1;
}
_animationFrame += _var2;
if (_animationFrame == 14 && !Random_Query(0, 1)) {
_var2 = -1;
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(753)) {
_animationFrame = 0;
_var1 = 0;
}
} else if (_var1 == 0) {
*animation = 752;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(752)) {
_animationFrame = 0;
if (!Random_Query(0, 6)) {
_var1 = 1;
}
}
}
break;
case 1:
*animation = 755;
if (!_animationFrame && _flag) {
_animationState = 0;
_var1 = 0;
} else {
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(755)) {
_animationFrame = 0;
}
}
break;
case 2:
*animation = 757;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(757)) {
_animationFrame = 0;
_animationState = 1;
*animation = 755;
}
break;
case 3:
*animation = 757;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(757)) {
_animationFrame = 0;
_animationState = 1;
*animation = 755;
}
break;
case 4:
*animation = 754;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(754)) {
Actor_Change_Animation_Mode(kActorEarlyQBartender, 0);
*animation = 752;
_animationFrame = 0;
_animationState = 0;
}
break;
default:
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptEarlyQBartender::ChangeAnimationMode(int mode) {
switch (mode) {
case 0:
_animationState = 0;
_animationFrame = 0;
_var1 = 0;
_var2 = 1;
break;
case 3:
_animationState = 1;
_animationFrame = 0;
_flag = 0;
break;
case 12:
_animationState = 2;
_animationFrame = 0;
_flag = 0;
break;
case 13:
_animationState = 3;
_animationFrame = 0;
_flag = 0;
break;
case 23:
_animationState = 4;
_animationFrame = 0;
break;
default:
break;
}
return true;
}
void AIScriptEarlyQBartender::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptEarlyQBartender::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptEarlyQBartender::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptEarlyQBartender::FledCombat() {
// return false;
}
} // End of namespace BladeRunner