1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "bladerunner/script/ai_script.h"
24
25 namespace BladeRunner {
26
AIScriptShoeshineMan(BladeRunnerEngine * vm)27 AIScriptShoeshineMan::AIScriptShoeshineMan(BladeRunnerEngine *vm) : AIScriptBase(vm) {
28 _state = false;
29 }
30
Initialize()31 void AIScriptShoeshineMan::Initialize() {
32 _animationFrame = 0;
33 _animationState = 0;
34 _animationStateNext = 0;
35 _animationNext = 0;
36
37 _state = false;
38 }
39
Update()40 bool AIScriptShoeshineMan::Update() {
41 return false;
42 }
43
TimerExpired(int timer)44 void AIScriptShoeshineMan::TimerExpired(int timer) {
45 //return false;
46 }
47
CompletedMovementTrack()48 void AIScriptShoeshineMan::CompletedMovementTrack() {
49 //return false;
50 }
51
ReceivedClue(int clueId,int fromActorId)52 void AIScriptShoeshineMan::ReceivedClue(int clueId, int fromActorId) {
53 //return false;
54 }
55
ClickedByPlayer()56 void AIScriptShoeshineMan::ClickedByPlayer() {
57 if (Actor_Query_Goal_Number(kActorShoeshineMan) != 100) {
58 return;
59 }
60
61 if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1098.15f, -0.04f, -201.53f, 0, true, false, false)) {
62 Actor_Set_Goal_Number(kActorShoeshineMan, 102);
63 Actor_Face_Actor(kActorMcCoy, kActorShoeshineMan, true);
64 Actor_Says_With_Pause(kActorShoeshineMan, 0, 1.2f, 13);
65 Actor_Says(kActorMcCoy, 730, 17);
66 Actor_Says(kActorShoeshineMan, 10, 13);
67 Actor_Says(kActorShoeshineMan, 20, 12);
68 Actor_Says_With_Pause(kActorMcCoy, 735, 1.0f, 14);
69 Actor_Change_Animation_Mode(kActorShoeshineMan, 29);
70 }
71 }
72
EnteredScene(int sceneId)73 void AIScriptShoeshineMan::EnteredScene(int sceneId) {
74 // return false;
75 }
76
OtherAgentEnteredThisScene(int otherActorId)77 void AIScriptShoeshineMan::OtherAgentEnteredThisScene(int otherActorId) {
78 // return false;
79 }
80
OtherAgentExitedThisScene(int otherActorId)81 void AIScriptShoeshineMan::OtherAgentExitedThisScene(int otherActorId) {
82 // return false;
83 }
84
OtherAgentEnteredCombatMode(int otherActorId,int combatMode)85 void AIScriptShoeshineMan::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
86 // return false;
87 }
88
ShotAtAndMissed()89 void AIScriptShoeshineMan::ShotAtAndMissed() {
90 // return false;
91 }
92
ShotAtAndHit()93 bool AIScriptShoeshineMan::ShotAtAndHit() {
94 return false;
95 }
96
Retired(int byActorId)97 void AIScriptShoeshineMan::Retired(int byActorId) {
98 // return false;
99 }
100
GetFriendlinessModifierIfGetsClue(int otherActorId,int clueId)101 int AIScriptShoeshineMan::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
102 return 0;
103 }
104
GoalChanged(int currentGoalNumber,int newGoalNumber)105 bool AIScriptShoeshineMan::GoalChanged(int currentGoalNumber, int newGoalNumber) {
106 switch (newGoalNumber) {
107 case 100:
108 Actor_Put_In_Set(kActorShoeshineMan, kSetDR01_DR02_DR04);
109 Actor_Set_At_XYZ(kActorShoeshineMan, -1160.0f, -0.04f, -235.0f, 524);
110 break;
111 case 101:
112 AI_Movement_Track_Flush(kActorShoeshineMan);
113 AI_Movement_Track_Append(kActorShoeshineMan, 281, 0);
114 AI_Movement_Track_Append(kActorShoeshineMan, 40, 0);
115 AI_Movement_Track_Repeat(kActorShoeshineMan);
116 break;
117 }
118 return false;
119 }
120
UpdateAnimation(int * animation,int * frame)121 bool AIScriptShoeshineMan::UpdateAnimation(int *animation, int *frame) {
122 return true;
123 }
124
ChangeAnimationMode(int mode)125 bool AIScriptShoeshineMan::ChangeAnimationMode(int mode) {
126 switch (mode) {
127 case 0:
128 if (_animationState >= 2 && _animationState <= 4) {
129 _state = true;
130 } else {
131 _animationState = 0;
132 _animationFrame = 0;
133 }
134 break;
135 case 1:
136 _animationState = 1;
137 _animationFrame = 0;
138 break;
139 case 3:
140 _animationState = 2;
141 _animationFrame = 0;
142 _state = false;
143 break;
144 case 12:
145 _animationState = 3;
146 _animationFrame = 0;
147 _state = false;
148 break;
149 case 13:
150 _animationState = 4;
151 _animationFrame = 0;
152 _state = false;
153 break;
154 case 23:
155 _animationState = 5;
156 _animationFrame = 0;
157 break;
158 case 29:
159 _animationState = 6;
160 _animationFrame = 0;
161 break;
162 default:
163 break;
164 }
165
166 return true;
167 }
168
QueryAnimationState(int * animationState,int * animationFrame,int * animationStateNext,int * animationNext)169 void AIScriptShoeshineMan::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
170 *animationState = _animationState;
171 *animationFrame = _animationFrame;
172 *animationStateNext = _animationStateNext;
173 *animationNext = _animationNext;
174 }
175
SetAnimationState(int animationState,int animationFrame,int animationStateNext,int animationNext)176 void AIScriptShoeshineMan::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
177 _animationState = animationState;
178 _animationFrame = animationFrame;
179 _animationStateNext = animationStateNext;
180 _animationNext = animationNext;
181 }
182
ReachedMovementTrackWaypoint(int waypointId)183 bool AIScriptShoeshineMan::ReachedMovementTrackWaypoint(int waypointId) {
184 return true;
185 }
186
FledCombat()187 void AIScriptShoeshineMan::FledCombat() {
188 // return false;
189 }
190
191 } // End of namespace BladeRunner
192