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scummvm/engines/bladerunner/script/ai/hasan.cpp
T

316 lines
6.9 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 {
AIScriptHasan::AIScriptHasan(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_var1 = 6;
_var2 = 1;
_var3 = 0;
_var4 = 0;
_var5 = 0;
_var6 = 0;
}
void AIScriptHasan::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_var1 = 6;
_var2 = 1;
_var3 = 0;
_var4 = 0;
_var5 = 0;
_var6 = 0;
Actor_Put_In_Set(kActorHasan, 0);
Actor_Set_At_XYZ(kActorHasan, -214.0f, 0.0f, -1379.0f, 371);
Actor_Set_Goal_Number(kActorHasan, 0);
}
bool AIScriptHasan::Update() {
if (Global_Variable_Query(kVariableChapter) != 3 || Actor_Query_Goal_Number(kActorHasan) >= 300)
return false;
Actor_Set_Goal_Number(kActorHasan, 300);
return true;
}
void AIScriptHasan::TimerExpired(int timer) {
//return false;
}
void AIScriptHasan::CompletedMovementTrack() {
//return false;
}
void AIScriptHasan::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptHasan::ClickedByPlayer() {
//return false;
}
void AIScriptHasan::EnteredScene(int sceneId) {
// return false;
}
void AIScriptHasan::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}
void AIScriptHasan::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}
void AIScriptHasan::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptHasan::ShotAtAndMissed() {
// return false;
}
bool AIScriptHasan::ShotAtAndHit() {
return false;
}
void AIScriptHasan::Retired(int byActorId) {
// return false;
}
int AIScriptHasan::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptHasan::GoalChanged(int currentGoalNumber, int newGoalNumber) {
if (newGoalNumber == 300) {
Actor_Put_In_Set(kActorHasan, kSetFreeSlotH);
Actor_Set_At_Waypoint(kActorHasan, 40, 0);
}
return false;
}
bool AIScriptHasan::UpdateAnimation(int *animation, int *frame) {
if (_var4) {
_var4--;
}
if (_var5) {
_var5--;
}
switch (_animationState) {
case 0:
if (_var6 == 1) {
*animation = 922;
if (_var3) {
_var3--;
} else {
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(922)) {
_animationFrame = 0;
_var6 = 0;
*animation = 921;
_var1 = Random_Query(6, 14);
_var2 = 2 * Random_Query(0, 1) - 1;
_var4 = Random_Query(40, 60);
}
if (_animationFrame >= 10 && _animationFrame <= 14) {
_var3 = Random_Query(0, 1);
}
}
} else if (_var6 == 2) {
*animation = 923;
if (_var3) {
_var3--;
} else {
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(923)) {
_animationFrame = 0;
_var6 = 0;
*animation = 921;
_var1 = Random_Query(6, 14);
_var2 = 2 * Random_Query(0, 1) - 1;
_var5 = Random_Query(40, 60);
}
if (_animationFrame == 14) {
_var3 = Random_Query(3, 10);
}
if (_animationFrame == 23) {
_var3 = Random_Query(0, 4);
}
}
} else if (_var6 == 0) {
*animation = 921;
if (_var3) {
_var3--;
} else {
_animationFrame += _var2;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(921)) {
_animationFrame = 0;
}
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(921) - 1;
}
if (!--_var1) {
_var2 = 2 * Random_Query(0, 1) - 1;
_var1 = Random_Query(6, 14);
_var3 = Random_Query(0, 4);
}
if (!_animationFrame) {
_var6 = Random_Query(0, 2);
}
if (_var6 == 1 && _var4) {
_var6 = 0;
}
if (_var6 == 2 && _var5) {
_var6 = 0;
}
}
}
break;
case 1:
*animation = 925;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(925)) {
_animationFrame = 0;
}
break;
case 2:
*animation = 926;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(926)) {
_animationFrame = 0;
_animationState = 1;
*animation = 925;
}
break;
case 3:
*animation = 927;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(927)) {
_animationFrame = 0;
_animationState = 1;
*animation = 925;
}
break;
case 4:
*animation = 928;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(928)) {
_animationFrame = 0;
_animationState = 1;
*animation = 925;
}
break;
case 5:
*animation = 929;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(929)) {
_animationFrame = 0;
_animationState = 1;
*animation = 925;
}
break;
case 6:
*animation = 930;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(930)) {
_animationFrame = 0;
_animationState = 1;
*animation = 925;
}
break;
default:
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptHasan::ChangeAnimationMode(int mode) {
switch (mode) {
case 0:
_animationState = 0;
_var6 = 0;
_animationFrame = 0;
break;
case 3:
_animationState = 1;
_var6 = 0;
_animationFrame = 0;
break;
case 12:
case 13:
case 14:
case 15:
case 16:
_animationState = 6;
_var6 = 0;
_animationFrame = 0;
break;
default:
break;
}
return true;
}
void AIScriptHasan::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptHasan::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptHasan::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptHasan::FledCombat() {
// return false;
}
} // End of namespace BladeRunner