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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "bladerunner/bladerunner.h"
#include "bladerunner/script/ai_script.h"
namespace BladeRunner {
AIScriptRajif::AIScriptRajif(BladeRunnerEngine *vm) : AIScriptBase(vm) {
}
void AIScriptRajif::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
Actor_Set_Goal_Number(kActorRajif, 0);
}
bool AIScriptRajif::Update() {
if (Global_Variable_Query(kVariableChapter) == 5
&& Actor_Query_Goal_Number(kActorRajif) < 400
)
Actor_Set_Goal_Number(kActorRajif, 599);
return false;
}
void AIScriptRajif::TimerExpired(int timer) {
//return false;
}
void AIScriptRajif::CompletedMovementTrack() {
//return false;
}
void AIScriptRajif::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptRajif::ClickedByPlayer() {
//return false;
}
void AIScriptRajif::EnteredSet(int setId) {
// return false;
}
void AIScriptRajif::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptRajif::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptRajif::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptRajif::ShotAtAndMissed() {
// return false;
}
bool AIScriptRajif::ShotAtAndHit() {
return false;
}
void AIScriptRajif::Retired(int byActorId) {
// return false;
}
int AIScriptRajif::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptRajif::GoalChanged(int currentGoalNumber, int newGoalNumber) {
if (newGoalNumber == 300) {
Actor_Put_In_Set(kActorRajif, kSetMA02_MA04);
Actor_Set_At_XYZ(kActorRajif, -73.34f, -140.40f, 342.0f, 300);
Actor_Change_Animation_Mode(kActorRajif, kAnimationModeIdle);
return true;
}
if (newGoalNumber == 599) {
Actor_Put_In_Set(kActorRajif, kSetFreeSlotI);
Actor_Set_At_Waypoint(kActorRajif, 41, 0);
return true;
}
return false;
}
bool AIScriptRajif::UpdateAnimation(int *animation, int *frame) {
#if BLADERUNNER_ORIGINAL_BUGS
if (_animationState <= 1) {
if (_animationState > 0) {
*animation = kModelAnimationRajifWithGunIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationRajifWithGunIdle)) {
_animationFrame = 0;
}
} else {
// bug in original. Both branches are equal. Also _animationState for Rajif is always 0.
*animation = kModelAnimationRajifWithGunIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationRajifWithGunIdle)) {
_animationFrame = 0;
}
}
}
#else
switch (_animationState) {
case 0:
*animation = kModelAnimationRajifWithGunIdle;
++_animationFrame;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationRajifWithGunIdle)) {
_animationFrame = 0;
}
break;
default:
debugC(6, kDebugAnimation, "AIScriptRajif::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
break;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
*frame = _animationFrame;
return true;
}
bool AIScriptRajif::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
_animationState = 0;
_animationFrame = 0;
break;
default:
debugC(6, kDebugAnimation, "AIScriptRajif::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptRajif::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptRajif::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptRajif::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptRajif::FledCombat() {
// return false;
}
} // End of namespace BladeRunner
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