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

268 lines
5.9 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 {
AIScriptMurray::AIScriptMurray(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_flag = false;
}
void AIScriptMurray::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_flag = false;
Actor_Put_In_Set(kActorMurray, kSetHF01);
Actor_Set_At_XYZ(kActorMurray, 566.07f, -0.01f, -205.43f, 271);
Actor_Set_Goal_Number(kActorMurray, 0);
}
bool AIScriptMurray::Update() {
if (Global_Variable_Query(kVariableChapter) == 4 && Actor_Query_Goal_Number(kActorMurray) != 300)
Actor_Set_Goal_Number(kActorMurray, 300);
if (Player_Query_Current_Set() == 37) {
if (!Actor_Query_In_Set(kActorMcCoy, kSetHF01)
|| !Actor_Query_In_Set(kActorMurray, kSetHF01)
|| Actor_Query_Inch_Distance_From_Actor(kActorMcCoy, kActorMurray) >= 48
|| Game_Flag_Query(377)) {
return false;
}
Actor_Set_Goal_Number(kActorMurray, 1);
}
return true;
}
void AIScriptMurray::TimerExpired(int timer) {
//return false;
}
void AIScriptMurray::CompletedMovementTrack() {
//return false;
}
void AIScriptMurray::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptMurray::ClickedByPlayer() {
//return false;
}
void AIScriptMurray::EnteredScene(int sceneId) {
// return false;
}
void AIScriptMurray::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}
void AIScriptMurray::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}
void AIScriptMurray::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptMurray::ShotAtAndMissed() {
// return false;
}
bool AIScriptMurray::ShotAtAndHit() {
return false;
}
void AIScriptMurray::Retired(int byActorId) {
// return false;
}
int AIScriptMurray::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptMurray::GoalChanged(int currentGoalNumber, int newGoalNumber) {
if (newGoalNumber == 300) {
Actor_Put_In_Set(kActorMurray, kSetFreeSlotH);
Actor_Set_At_Waypoint(kActorMurray, 40, 0);
}
return false;
}
bool AIScriptMurray::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
*animation = 698;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(698))
_animationFrame = 0;
break;
case 1:
*animation = 700;
if (!_animationFrame && _flag) {
_animationState = 0;
} else {
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(700))
_animationFrame = 0;
}
break;
case 2:
*animation = 701;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(701)) {
_animationFrame = 0;
_animationState = 1;
*animation = 700;
}
break;
case 3:
*animation = 702;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(702)) {
_animationFrame = 0;
_animationState = 1;
*animation = 700;
}
break;
case 4:
*animation = 703;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(703)) {
_animationFrame = 0;
_animationState = 1;
*animation = 700;
}
break;
case 5:
*animation = 704;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(704)) {
_animationFrame = 0;
_animationState = 1;
*animation = 700;
}
break;
case 6:
*animation = 699;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(699)) {
*animation = 698;
_animationFrame = 0;
_animationState = 0;
}
break;
default:
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptMurray::ChangeAnimationMode(int mode) {
switch (mode) {
case 0:
if (_animationState > 0 && _animationState <= 5) {
_flag = true;
} else {
_animationState = 0;
_animationFrame = 0;
}
break;
case 3:
_animationState = 1;
_animationFrame = 0;
_flag = false;
break;
case 12:
_animationState = 2;
_animationFrame = 0;
_flag = false;
break;
case 13:
_animationState = 3;
_animationFrame = 0;
_flag = false;
break;
case 14:
_animationState = 4;
_animationFrame = 0;
_flag = false;
break;
case 15:
_animationState = 5;
_animationFrame = 0;
_flag = false;
break;
default:
break;
}
return true;
}
void AIScriptMurray::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptMurray::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptMurray::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptMurray::FledCombat() {
// return false;
}
} // End of namespace BladeRunner