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engines/bladerunner/script/ai/blimp_guy.cpp
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engines/bladerunner/script/ai/blimp_guy.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bladerunner/script/ai_script.h"
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namespace BladeRunner {
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// Notes:
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// kActorBlimpGuy's speech appears
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// in specific scenes:
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// - AR01, AR02
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// - BB01
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// - CT01, CT02, CT03, CT04, CT06, CT07, CT08, CT12
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// - DR01, DR04
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// - MA05
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// - RC03
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// and one cutscene:
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// - TB_FLY
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// In the in-game scenes (not cutscenes) this speech is played as ambient sound
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// using Ambient_Sounds_Add_Speech_Sound() and is thus not subtitled as of yet.
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// TODO: maybe we could support dual subtitles being displayed on-screen for cases when Ambient Speech Sound
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// would overlap over character speech.
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// The Blimp Guy's speech in the TB_FLY VQA cutscene is subtitled.
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//
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// The FRA and ESP versions do not use the Blimp's horn sound at all during any of the announcements
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//
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// From the available quotes for kActorBlimpGuy, only quotes with id 0, 20, 40, 50 are used.
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// Quote 10 is unused:
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// "A new life awaits you in the Off-World colonies."
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// "The chance to begin again in a golden land of opportunity and adventure."
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// - In ENG and DEU versions it is identical with the second half of quote id 0 and thus redundant
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// - In FRA, ESP and ITA versions it is the missing second half of quote id 0 and is thus "required"
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// TODO: Figure out a way to restore this quote as a continuation of the previous quote
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// given that this is ambient sound!
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//
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// Quote 30 is unused:
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// Roughly translates to: "What are you waiting for? Emigrate to the colonies!"
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// - In ENG version this is a *boop* sound
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// - In DEU version this is the start of a new announcement (the Blimp horn plays)
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// - In ITA version this should be a continuation of an announcement (the Blimp horn does not play)
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// - In FRA and ESP version this can be either a new announcement or a continuation of the previous announcement
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// (the Blimp horn does not play ever in FRA and ESP versions)
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// TODO: Figure out a way to restore this quote as a continuation of the previous quote
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// given that this is ambient sound!
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//
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AIScriptBlimpGuy::AIScriptBlimpGuy(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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}
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void AIScriptBlimpGuy::Initialize() {
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_animationFrame = 0;
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_animationState = 0;
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_animationStateNext = 0;
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_animationNext = 0;
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}
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bool AIScriptBlimpGuy::Update() {
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return false;
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}
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void AIScriptBlimpGuy::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptBlimpGuy::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptBlimpGuy::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptBlimpGuy::ClickedByPlayer() {
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//return false;
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}
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void AIScriptBlimpGuy::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptBlimpGuy::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptBlimpGuy::OtherAgentExitedThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptBlimpGuy::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptBlimpGuy::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptBlimpGuy::ShotAtAndHit() {
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return false;
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}
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void AIScriptBlimpGuy::Retired(int byActorId) {
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// return false;
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}
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int AIScriptBlimpGuy::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptBlimpGuy::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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return false;
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}
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bool AIScriptBlimpGuy::UpdateAnimation(int *animation, int *frame) {
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return true;
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}
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bool AIScriptBlimpGuy::ChangeAnimationMode(int mode) {
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return true;
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}
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void AIScriptBlimpGuy::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
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*animationState = _animationState;
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*animationFrame = _animationFrame;
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*animationStateNext = _animationStateNext;
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*animationNext = _animationNext;
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}
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void AIScriptBlimpGuy::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
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_animationState = animationState;
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_animationFrame = animationFrame;
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_animationStateNext = animationStateNext;
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_animationNext = animationNext;
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}
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bool AIScriptBlimpGuy::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptBlimpGuy::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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