/* 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 . * */ #include "bladerunner/script/ai_script.h" namespace BladeRunner { AIScriptHanoi::AIScriptHanoi(BladeRunnerEngine *vm) : AIScriptBase(vm) { _resumeIdleAfterFramesetCompletesFlag = false; // _varChooseIdleAnimation can have valid values: 0, 1 _varChooseIdleAnimation = 0; _varNumOfTimesToHoldCurrentFrame = 0; _var4 = 1; } void AIScriptHanoi::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; _resumeIdleAfterFramesetCompletesFlag = false; _varChooseIdleAnimation = 0; _varNumOfTimesToHoldCurrentFrame = 0; _var4 = 1; Actor_Set_Goal_Number(kActorHanoi, 0); } bool AIScriptHanoi::Update() { if (Actor_Query_Goal_Number(kActorHolloway) == kGoalHollowayGoToNR07) { AI_Countdown_Timer_Reset(kActorHanoi, kActorTimerAIScriptCustomTask0); } if (Global_Variable_Query(kVariableChapter) == 3 && Actor_Query_Goal_Number(kActorHanoi) < kGoalHanoiDefault ) { Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToDefaultPosition); } if (Player_Query_Current_Scene() != kSceneNR03 && Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR08Left ) { Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToDefaultPosition); } if (Player_Query_Current_Scene() == kSceneNR03 && Actor_Query_Goal_Number(kActorHanoi) != kGoalHanoiNR03StartGuarding && Actor_Query_Goal_Number(kActorHanoi) != kGoalHanoiNR08WatchShow && Actor_Query_Goal_Number(kActorHanoi) != kGoalHanoiNR08Leave && Actor_Query_Goal_Number(kActorHanoi) != kGoalHanoiNR08Left ) { // McCoy close to table swivel if (Actor_Query_Inch_Distance_From_Waypoint(kActorMcCoy, 364) < 420) { if (Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR03GoToDefaultPosition) { Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToSwivelTable); } } else if (Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR03GoToSwivelTable) { Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToDefaultPosition); } // McCoy close to office door if (Actor_Query_Inch_Distance_From_Waypoint(kActorMcCoy, 361) < 240) { if (Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR03GoToDefaultPosition) { Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToOfficeDoor); } } else if (Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR03GoToOfficeDoor) { Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToDefaultPosition); } // McCoy close to dancer if (Actor_Query_Inch_Distance_From_Actor(kActorMcCoy, kActorHysteriaPatron1) < 120 && Actor_Query_Which_Set_In(kActorHanoi) == kSetNR03 && Actor_Query_Goal_Number(kActorHanoi) != kGoalHanoiNR03GoToDancer ) { Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToDancer); } } return false; } void AIScriptHanoi::TimerExpired(int timer) { if (timer == kActorTimerAIScriptCustomTask0) { if (Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR03StartGuarding) { Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToDefaultPosition); return; //true; } if (Actor_Query_Goal_Number(kActorHanoi) != kGoalHanoiThrowOutMcCoy) { Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR07TalkToMcCoy); return; //true; } } return; //false; } void AIScriptHanoi::CompletedMovementTrack() { switch (Actor_Query_Goal_Number(kActorHanoi)) { case kGoalHanoiNR07TalkToMcCoy: Actor_Says(kActorHanoi, 130, 3); Actor_Says(kActorDektora, 540, 30); Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR07GrabMcCoy); break; case kGoalHanoiNR07GrabMcCoy: Actor_Face_Actor(kActorHanoi, kActorMcCoy, true); Actor_Face_Actor(kActorMcCoy, kActorHanoi, true); Actor_Change_Animation_Mode(kActorHanoi, 23); Actor_Set_Invisible(kActorMcCoy, true); Actor_Says(kActorMcCoy, 3595, kAnimationModeTalk); Actor_Says(kActorHanoi, 140, kAnimationModeTalk); Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiThrowOutMcCoy); break; case kGoalHanoiNR03GoToDancer: Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToDefaultPosition); break; case kGoalHanoiNR08Leave: Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR08Left); break; case kGoalHanoiNR04Enter: Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR04ShootMcCoy); break; default: return; //false; } return; //true; } void AIScriptHanoi::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptHanoi::ClickedByPlayer() { if (Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR08WatchShow || Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR08Leave ) { Actor_Face_Actor(kActorMcCoy, kActorHanoi, true); Actor_Says(kActorMcCoy, 8915, 11); if (Actor_Query_Goal_Number(kActorHanoi) == kGoalHanoiNR08WatchShow) { Actor_Says(kActorHanoi, 210, kAnimationModeTalk); } } } void AIScriptHanoi::EnteredSet(int setId) { // return false; } void AIScriptHanoi::OtherAgentEnteredThisSet(int otherActorId) { // return false; } void AIScriptHanoi::OtherAgentExitedThisSet(int otherActorId) { // return false; } void AIScriptHanoi::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { if (Player_Query_Current_Scene() == kSceneNR03 && otherActorId == kActorMcCoy && combatMode ) { Player_Set_Combat_Mode(false); #if BLADERUNNER_ORIGINAL_BUGS // redundant call to lose control here Player_Loses_Control(); #endif Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiThrowOutMcCoy); return; //true; } return; //false; } void AIScriptHanoi::ShotAtAndMissed() { // return false; } bool AIScriptHanoi::ShotAtAndHit() { return false; } void AIScriptHanoi::Retired(int byActorId) { // return false; } int AIScriptHanoi::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptHanoi::GoalChanged(int currentGoalNumber, int newGoalNumber) { if (newGoalNumber == 0) { AI_Movement_Track_Flush(kActorHanoi); AI_Movement_Track_Append(kActorHanoi, 39, 0); AI_Movement_Track_Repeat(kActorHanoi); return true; } switch (newGoalNumber) { case kGoalHanoiDefault: AI_Countdown_Timer_Start(kActorHanoi, kActorTimerAIScriptCustomTask0, 45); break; case kGoalHanoiResetTimer: AI_Countdown_Timer_Reset(kActorHanoi, kActorTimerAIScriptCustomTask0); break; case kGoalHanoiNR07TalkToMcCoy: if (Actor_Query_Which_Set_In(kActorMcCoy) == kSetNR07 && Actor_Query_In_Set(kActorDektora, kSetNR07) ) { Player_Loses_Control(); Actor_Put_In_Set(kActorHanoi, kSetNR07); Actor_Set_At_XYZ(kActorHanoi, -102.0f, -73.5f, -233.0f, 0); Async_Actor_Walk_To_Waypoint(kActorMcCoy, 338, 0, false); AI_Movement_Track_Flush(kActorHanoi); AI_Movement_Track_Append(kActorHanoi, 336, 1); AI_Movement_Track_Repeat(kActorHanoi); } else { Actor_Set_Goal_Number(kActorHanoi, 0); } break; case kGoalHanoiNR07GrabMcCoy: if (Actor_Query_Which_Set_In(kActorMcCoy) != kSetNR07) { return false; } AI_Movement_Track_Flush(kActorHanoi); AI_Movement_Track_Append(kActorHanoi, 337, 0); AI_Movement_Track_Repeat(kActorHanoi); break; case 204: Actor_Says(kActorHanoi, 210, kAnimationModeTalk); Actor_Change_Animation_Mode(kActorHanoi, 23); break; case kGoalHanoiNR03GoToDefaultPosition: AI_Movement_Track_Flush(kActorHanoi); AI_Movement_Track_Append_With_Facing(kActorHanoi, 362, 0, 300); AI_Movement_Track_Repeat(kActorHanoi); break; case kGoalHanoiNR03GoToSwivelTable: AI_Movement_Track_Flush(kActorHanoi); AI_Movement_Track_Append_With_Facing(kActorHanoi, 363, 0, 500); AI_Movement_Track_Repeat(kActorHanoi); break; case kGoalHanoiNR03GoToOfficeDoor: AI_Movement_Track_Flush(kActorHanoi); AI_Movement_Track_Append_With_Facing(kActorHanoi, 361, 0, 457); AI_Movement_Track_Repeat(kActorHanoi); break; case kGoalHanoiNR03GoToDancer: AI_Movement_Track_Flush(kActorHanoi); AI_Movement_Track_Append_With_Facing(kActorHanoi, 365, Random_Query(15, 20), 600); AI_Movement_Track_Repeat(kActorHanoi); break; case kGoalHanoiNR03StartGuarding: Actor_Put_In_Set(kActorHanoi, kSetNR03); Actor_Set_At_Waypoint(kActorHanoi, 362, 300); AI_Countdown_Timer_Reset(kActorHanoi, kActorTimerAIScriptCustomTask0); AI_Countdown_Timer_Start(kActorHanoi, kActorTimerAIScriptCustomTask0, 6); break; case kGoalHanoiThrowOutMcCoy: Game_Flag_Set(kFlagNR03McCoyThrownOut); AI_Countdown_Timer_Reset(kActorHanoi, kActorTimerAIScriptCustomTask0); #if BLADERUNNER_ORIGINAL_BUGS Player_Loses_Control(); #else // Lose control only if not already lost control (like in the case of Dektora's dressing room NR07 time-out) if (Player_Has_Control()) { Player_Loses_Control(); } #endif Player_Set_Combat_Mode(false); // this is missing in ITA and ESP versions of the game Actor_Force_Stop_Walking(kActorMcCoy); Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie); Actor_Set_Invisible(kActorMcCoy, true); AI_Movement_Track_Flush(kActorHanoi); Actor_Put_In_Set(kActorHanoi, kSetNR01); Actor_Set_At_XYZ(kActorHanoi, -444.0f, 24.0f, -845.0f, 512); Actor_Change_Animation_Mode(kActorHanoi, 78); Set_Enter(kSetNR01, kSceneNR01); break; case kGoalHanoiNR08WatchShow: AI_Movement_Track_Flush(kActorHanoi); Actor_Put_In_Set(kActorHanoi, kSetNR05_NR08); Actor_Set_At_XYZ(kActorHanoi, -1387.51f, 0.32f, 288.16f, 292); break; case kGoalHanoiNR08Leave: AI_Movement_Track_Flush(kActorHanoi); AI_Movement_Track_Append(kActorHanoi, 439, 0); AI_Movement_Track_Append(kActorHanoi, 39, 45); AI_Movement_Track_Repeat(kActorHanoi); break; case kGoalHanoiNR08Left: break; case kGoalHanoiNR04Enter: Actor_Put_In_Set(kActorHanoi, kSetNR04); Actor_Set_At_XYZ(kActorHanoi, -47.0f, 0.0f, 334.0f, 535); AI_Movement_Track_Flush(kActorHanoi); AI_Movement_Track_Append(kActorHanoi, 549, 0); AI_Movement_Track_Repeat(kActorHanoi); break; case kGoalHanoiNR04ShootMcCoy: Actor_Face_Actor(kActorHanoi, kActorMcCoy, true); Actor_Change_Animation_Mode(kActorHanoi, kAnimationModeCombatAttack); Actor_Retired_Here(kActorMcCoy, 12, 12, true, -1); break; case 9999: AI_Movement_Track_Flush(kActorHanoi); break; default: return false; } return true; } bool AIScriptHanoi::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: if (_varChooseIdleAnimation > 0) { *animation = kModelAnimationHanoiScratchesBackIdle; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { *animation = kModelAnimationHanoiLooksAroundIdle; _animationFrame = 0; _varChooseIdleAnimation = 0; } break; } *animation = kModelAnimationHanoiLooksAroundIdle; if (_varNumOfTimesToHoldCurrentFrame != 0) { --_varNumOfTimesToHoldCurrentFrame; if (!Random_Query(0, 6)) { _var4 = -_var4; } } else { _animationFrame += _var4; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; } if (_animationFrame < 0) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1; } if (_animationFrame == 5 || _animationFrame == 15 || _animationFrame == 11 || _animationFrame == 0 ) { _varNumOfTimesToHoldCurrentFrame = Random_Query(5, 12); } if (_animationFrame >= 10 && _animationFrame <= 13 ) { _varNumOfTimesToHoldCurrentFrame = Random_Query(0, 1); } if (_animationFrame == 0) { if (!Random_Query(0, 4)) { _varChooseIdleAnimation = 1; } } } break; case 1: if (_varChooseIdleAnimation > 0) { *animation = kModelAnimationHanoiScratchesBackIdle; if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(*animation) / 2) { _animationFrame += 2; } else { _animationFrame -= 2; } if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(*animation) - 1 || _animationFrame <= 0 ) { _animationFrame = 0; _animationState = _animationStateNext; *animation = _animationNext; } } else { _animationFrame = 0; _animationState = _animationStateNext; *animation = _animationNext; } break; case 2: *animation = kModelAnimationHanoiGrabsMcCoy; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; _animationState = 3; *animation = kModelAnimationHanoiHoldsMcCoyUp; } break; case 3: *animation = kModelAnimationHanoiHoldsMcCoyUp; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; } break; case 4: *animation = kModelAnimationHanoiHoldsMcCoyUpAndTalks; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; _animationState = 3; *animation = kModelAnimationHanoiHoldsMcCoyUp; } break; case 5: *animation = kModelAnimationHanoiGrabsMcCoy; --_animationFrame; if (_animationFrame == 0) { _animationState = 0; _animationFrame = 0; *animation = kModelAnimationHanoiLooksAroundIdle; Actor_Face_Actor(kActorMcCoy, kActorHanoi, true); Actor_Set_Invisible(kActorMcCoy, false); if (Actor_Query_In_Set(kActorHanoi, kSetNR01)) { AI_Movement_Track_Flush(kActorHanoi); AI_Movement_Track_Append(kActorHanoi, 350, 0); AI_Movement_Track_Append(kActorHanoi, 39, 0); AI_Movement_Track_Repeat(kActorHanoi); } } break; case 6: *animation = kModelAnimationSadikPicksUpAndThrowsMcCoy; // Sadik is used in this animation, but he is well hidden ++_animationFrame; if (_animationFrame > 26) { Actor_Change_Animation_Mode(kActorHanoi, kAnimationModeIdle); _animationState = 0; _animationFrame = 0; *animation = kModelAnimationHanoiLooksAroundIdle; Actor_Set_Goal_Number(kActorMcCoy, kGoalMcCoyNR01ThrownOut); Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR03GoToDefaultPosition); } break; case 7: *animation = kModelAnimationHanoiWalking; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; } break; case 8: *animation = kModelAnimationHanoiCombatIdle; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; } break; case 9: *animation = kModelAnimationHanoiCombatKicksDoorIn; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { Actor_Change_Animation_Mode(kActorHanoi, kAnimationModeCombatIdle); _animationState = 8; _animationFrame = 0; *animation = kModelAnimationHanoiCombatIdle; Actor_Set_Goal_Number(kActorHanoi, kGoalHanoiNR04ShootMcCoy); } break; case 10: *animation = kModelAnimationHanoiCombatFiresGun; ++_animationFrame; if (_animationFrame == 4) { Ambient_Sounds_Play_Sound(kSfxSHOTCOK1, 77, 0, 0, 20); } if (_animationFrame == 6) { Ambient_Sounds_Play_Sound(kSfxSHOTGUN1, 97, 0, 0, 20); } if (_animationFrame == 5) { Actor_Force_Stop_Walking(kActorMcCoy); Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeDie); } if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { Actor_Change_Animation_Mode(kActorHanoi, kAnimationModeCombatIdle); _animationFrame = 0; _animationState = 8; *animation = kModelAnimationHanoiCombatIdle; } break; case 11: *animation = kModelAnimationHanoiPunchUpAttack; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { *animation = kModelAnimationHanoiLooksAroundIdle; _animationFrame = 0; _animationState = 0; } break; case 12: *animation = kModelAnimationHanoiGotHitOrViolentHeadNod; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { *animation = kModelAnimationHanoiCombatIdle; _animationFrame = 0; _animationState = 0; } break; case 13: *animation = kModelAnimationHanoiShotDead; if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(*animation) - 1) { ++_animationFrame; } break; case 14: *animation = kModelAnimationHanoiCalmTalk; if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) { // _resumeIdleAfterFramesetCompletesFlag is never set so it's always false, thus this does not evaluate true _animationState = 0; } else { ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; } } break; case 15: *animation = kModelAnimationHanoiExplainTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; _animationState = 14; *animation = kModelAnimationHanoiCalmTalk; } break; case 16: *animation = kModelAnimationHanoiDownwardsNodTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; _animationState = 14; *animation = kModelAnimationHanoiCalmTalk; } break; case 17: *animation = kModelAnimationHanoiDenyTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; _animationState = 14; *animation = kModelAnimationHanoiCalmTalk; } break; case 18: *animation = kModelAnimationHanoiSlightBowingTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; _animationState = 14; *animation = kModelAnimationHanoiCalmTalk; } break; case 19: *animation = kModelAnimationHanoiLaughTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; _animationState = 14; *animation = kModelAnimationHanoiCalmTalk; } break; case 20: *animation = kModelAnimationHanoiMockTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; _animationState = 14; *animation = kModelAnimationHanoiCalmTalk; } break; default: debugC(6, kDebugAnimation, "AIScriptHanoi::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState); break; } *frame = _animationFrame; return true; } bool AIScriptHanoi::ChangeAnimationMode(int mode) { switch (mode) { case kAnimationModeIdle: if (_animationState == 2 || _animationState == 3 ) { _animationState = 3; } else { _animationState = 0; } _animationFrame = 0; break; case kAnimationModeWalk: _animationState = 7; _animationFrame = 0; break; case kAnimationModeTalk: if (_animationState == 3) { _animationState = 4; _animationFrame = 0; } else { _animationStateNext = 14; _animationNext = kModelAnimationHanoiCalmTalk; _animationState = 1; } break; case kAnimationModeCombatIdle: _animationState = 8; _animationFrame = 0; break; case kAnimationModeCombatAttack: _animationState = 10; _animationFrame = 0; break; case 12: _animationStateNext = 15; _animationNext = kModelAnimationHanoiExplainTalk; _animationState = 1; break; case 13: _animationStateNext = 16; _animationNext = kModelAnimationHanoiDownwardsNodTalk; _animationState = 1; break; case 14: _animationStateNext = 17; _animationNext = kModelAnimationHanoiDenyTalk; _animationState = 1; break; case 15: _animationStateNext = 18; _animationNext = kModelAnimationHanoiSlightBowingTalk; _animationState = 1; break; case 16: // Used when Hanoi says "You're real cute" to McCoy (in NR03), // when McCoy first tries to sit on the rotating couch #if BLADERUNNER_ORIGINAL_BUGS // TODO a bug? uses kModelAnimationHanoiSlightBowingTalk (654) again like case 15 _animationStateNext = 18; _animationNext = kModelAnimationHanoiSlightBowingTalk; #else _animationStateNext = 19; _animationNext = kModelAnimationHanoiLaughTalk; #endif _animationState = 1; break; case 17: _animationStateNext = 20; _animationNext = kModelAnimationHanoiMockTalk; _animationState = 1; break; case kAnimationModeHit: // fall through case kAnimationModeCombatHit: _animationState = 12; _animationFrame = 0; break; case 23: if (_animationState != 3 && _animationState != 4 ) { Actor_Set_Invisible(kActorMcCoy, true); _animationState = 2; _animationFrame = 0; } else { _animationState = 5; _animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationHanoiGrabsMcCoy) - 1; } break; case kAnimationModeDie: _animationState = 13; _animationFrame = 0; break; case 71: _animationState = 9; _animationFrame = 0; break; case 78: _animationState = 6; _animationFrame = 16; break; default: debugC(6, kDebugAnimation, "AIScriptHanoi::ChangeAnimationMode(%d) - Target mode is not supported", mode); break; } return true; } void AIScriptHanoi::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptHanoi::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptHanoi::ReachedMovementTrackWaypoint(int waypointId) { if (waypointId == 365) { Actor_Face_Actor(kActorHanoi, kActorHysteriaPatron1, true); } return true; } void AIScriptHanoi::FledCombat() { // return false; } } // End of namespace BladeRunner