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scummvm/engines/bladerunner/script/aiscript_officer_leroy.cpp
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135 lines
3.4 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/aiscript_officer_leroy.h"
namespace BladeRunner {
AIScript_Officer_Leroy::AIScript_Officer_Leroy(BladeRunnerEngine *vm)
: AIScriptBase(vm) {
}
void AIScript_Officer_Leroy::Initialize() {
var_45D5B0_animation_state = 0;
var_45D5B4_frame = 0;
var_45D5B8 = 0;
Actor_Put_In_Set(23, 69);
Actor_Set_At_XYZ(23, -261.80f, 6.00f, 79.58f, 512);
// Actor_Set_Goal_Number(23, 0);
// Actor_Set_Frame_Rate_FPS(23, 8);
}
bool AIScript_Officer_Leroy::Update() {
return false;
}
void AIScript_Officer_Leroy::TimerExpired(int timer) {
}
void AIScript_Officer_Leroy::CompletedMovementTrack() {
}
void AIScript_Officer_Leroy::ReceivedClue(int clueId, int fromActorId) {
}
void AIScript_Officer_Leroy::ClickedByPlayer() {
}
void AIScript_Officer_Leroy::EnteredScene(int sceneId) {
}
void AIScript_Officer_Leroy::OtherAgentEnteredThisScene() {
}
void AIScript_Officer_Leroy::OtherAgentExitedThisScene() {
}
void AIScript_Officer_Leroy::OtherAgentEnteredCombatMode() {
}
void AIScript_Officer_Leroy::ShotAtAndMissed() {
}
void AIScript_Officer_Leroy::ShotAtAndHit() {
}
void AIScript_Officer_Leroy::Retired(int byActorId) {
}
void AIScript_Officer_Leroy::GetFriendlinessModifierIfGetsClue() {
}
bool AIScript_Officer_Leroy::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return false;
}
bool AIScript_Officer_Leroy::UpdateAnimation(int *animation, int *frame) {
if (var_45D5B8 == 0) {
*animation = 589;
var_45D5B4_frame++;
if (var_45D5B4_frame >= Slice_Animation_Query_Number_Of_Frames(589)) {
var_45D5B4_frame = 0;
var_45D5B8 = Random_Query(0, 2);
}
} else if (var_45D5B8 == 1) {
*animation = 590;
var_45D5B4_frame++;
if (var_45D5B4_frame >= Slice_Animation_Query_Number_Of_Frames(590)) {
var_45D5B4_frame = 0;
var_45D5B8 = Random_Query(0, 2);
}
} else if (var_45D5B8 == 2) {
*animation = 591;
var_45D5B4_frame++;
if (var_45D5B4_frame >= Slice_Animation_Query_Number_Of_Frames(591)) {
var_45D5B4_frame = 0;
var_45D5B8 = Random_Query(0, 2);
}
}
*frame = var_45D5B4_frame;
return true;
}
bool AIScript_Officer_Leroy::ChangeAnimationMode(int mode) {
switch (mode) {
case 1:
var_45D5B0_animation_state = 32;
break;
}
return true;
}
void AIScript_Officer_Leroy::QueryAnimationState(int *animationState, int *a2, int *a3, int *a4) {
}
void AIScript_Officer_Leroy::SetAnimationState(int animationState, int a2, int a3, int a4) {
}
bool AIScript_Officer_Leroy::ReachedMovementTrackWaypoint() {
return false;
}
} // End of namespace BladeRunner