/* 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/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