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169
engines/bladerunner/script/ai/hysteria_patron1.cpp
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169
engines/bladerunner/script/ai/hysteria_patron1.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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AIScriptHysteriaPatron1::AIScriptHysteriaPatron1(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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}
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void AIScriptHysteriaPatron1::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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Actor_Put_In_Set(kActorHysteriaPatron1, kSetNR03);
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Actor_Set_At_XYZ(kActorHysteriaPatron1, 50.0f, -6.59f, -1030.0f, 524);
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}
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bool AIScriptHysteriaPatron1::Update() {
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return false;
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}
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void AIScriptHysteriaPatron1::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptHysteriaPatron1::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptHysteriaPatron1::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptHysteriaPatron1::ClickedByPlayer() {
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//return false;
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}
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void AIScriptHysteriaPatron1::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptHysteriaPatron1::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptHysteriaPatron1::OtherAgentExitedThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptHysteriaPatron1::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptHysteriaPatron1::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptHysteriaPatron1::ShotAtAndHit() {
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return false;
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}
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void AIScriptHysteriaPatron1::Retired(int byActorId) {
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// return false;
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}
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int AIScriptHysteriaPatron1::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptHysteriaPatron1::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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return false;
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}
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const int kAnimationsCount = 27;
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const int animationList[kAnimationsCount] = {
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kModelAnimationHysteriaPatron1DanceStandingUpSemiSitAndUp, kModelAnimationHysteriaPatron1DanceStandingUpLeftMotion, kModelAnimationHysteriaPatron1DanceStandingUpSemiSitAndUp,
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kModelAnimationHysteriaPatron1DanceStandingUpToSplits, kModelAnimationHysteriaPatron1DanceSplitsDuckAndDown, kModelAnimationHysteriaPatron1DanceSplitsSemiUpAndDown,
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kModelAnimationHysteriaPatron1DanceSplitsBackAndForth, kModelAnimationHysteriaPatron1DanceSplitsToStandingUp, kModelAnimationHysteriaPatron1DanceStandingUpLeftMotion,
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kModelAnimationHysteriaPatron1DanceStandingUpSemiSitAndUp, kModelAnimationHysteriaPatron1DanceStandingUpToSplits, kModelAnimationHysteriaPatron1DanceSplitsSemiUpAndDown,
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kModelAnimationHysteriaPatron1DanceSplitsDuckAndDown, kModelAnimationHysteriaPatron1DanceSplitsToStandingUp, kModelAnimationHysteriaPatron1DanceStandingUpSemiSitAndUp,
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kModelAnimationHysteriaPatron1DanceStandingUpSemiSitAndUp, kModelAnimationHysteriaPatron1DanceStandingUpLeftMotion, kModelAnimationHysteriaPatron1DanceStandingUpToSplits,
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kModelAnimationHysteriaPatron1DanceSplitsBackAndForth, kModelAnimationHysteriaPatron1DanceSplitsToStandingUp, kModelAnimationHysteriaPatron1DanceStandingUpLeftMotion,
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kModelAnimationHysteriaPatron1DanceStandingUpSemiSitAndUp, kModelAnimationHysteriaPatron1DanceStandingUpToSplits, kModelAnimationHysteriaPatron1DanceSplitsBackAndForth,
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kModelAnimationHysteriaPatron1DanceSplitsDuckAndDown, kModelAnimationHysteriaPatron1DanceSplitsSemiUpAndDown, kModelAnimationHysteriaPatron1DanceSplitsToStandingUp
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};
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bool AIScriptHysteriaPatron1::UpdateAnimation(int *animation, int *frame) {
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if (_vm->_cutContent
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&& (_animationState == 2 || _animationState == 16 || _animationState == 21)
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) {
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// replace a few of the repeated "standing up" animations
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// with the cut animation kModelAnimationHysteriaPatron1DanceStandingUpStowingMoney
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*animation = kModelAnimationHysteriaPatron1DanceStandingUpStowingMoney;
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} else {
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*animation = animationList[_animationState];
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}
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if (++_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
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_animationFrame = 0;
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if (++_animationState >= kAnimationsCount) {
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_animationState = 0;
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}
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if (_vm->_cutContent
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&& (_animationState == 2 || _animationState == 16 || _animationState == 21)
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) {
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// replace a few of the repeated "standing up" animations
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// with the cut animation kModelAnimationHysteriaPatron1DanceStandingUpStowingMoney
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*animation = kModelAnimationHysteriaPatron1DanceStandingUpStowingMoney;
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} else {
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*animation = animationList[_animationState];
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}
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}
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*frame = _animationFrame;
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return true;
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}
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bool AIScriptHysteriaPatron1::ChangeAnimationMode(int mode) {
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debugC(6, kDebugAnimation, "AIScriptHysteriaPatron1::ChangeAnimationMode(%d) - Animation mode change is not supported", mode);
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return true;
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}
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void AIScriptHysteriaPatron1::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 AIScriptHysteriaPatron1::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 AIScriptHysteriaPatron1::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptHysteriaPatron1::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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