/* 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 { // Notes: // kActorBlimpGuy's speech appears // in specific scenes: // - AR01, AR02 // - BB01 // - CT01, CT02, CT03, CT04, CT06, CT07, CT08, CT12 // - DR01, DR04 // - MA05 // - RC03 // and one cutscene: // - TB_FLY // In the in-game scenes (not cutscenes) this speech is played as ambient sound // using Ambient_Sounds_Add_Speech_Sound() and is thus not subtitled as of yet. // TODO: maybe we could support dual subtitles being displayed on-screen for cases when Ambient Speech Sound // would overlap over character speech. // The Blimp Guy's speech in the TB_FLY VQA cutscene is subtitled. // // The FRA and ESP versions do not use the Blimp's horn sound at all during any of the announcements // // From the available quotes for kActorBlimpGuy, only quotes with id 0, 20, 40, 50 are used. // Quote 10 is unused: // "A new life awaits you in the Off-World colonies." // "The chance to begin again in a golden land of opportunity and adventure." // - In ENG and DEU versions it is identical with the second half of quote id 0 and thus redundant // - In FRA, ESP and ITA versions it is the missing second half of quote id 0 and is thus "required" // TODO: Figure out a way to restore this quote as a continuation of the previous quote // given that this is ambient sound! // // Quote 30 is unused: // Roughly translates to: "What are you waiting for? Emigrate to the colonies!" // - In ENG version this is a *boop* sound // - In DEU version this is the start of a new announcement (the Blimp horn plays) // - In ITA version this should be a continuation of an announcement (the Blimp horn does not play) // - In FRA and ESP version this can be either a new announcement or a continuation of the previous announcement // (the Blimp horn does not play ever in FRA and ESP versions) // TODO: Figure out a way to restore this quote as a continuation of the previous quote // given that this is ambient sound! // AIScriptBlimpGuy::AIScriptBlimpGuy(BladeRunnerEngine *vm) : AIScriptBase(vm) { } void AIScriptBlimpGuy::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; } bool AIScriptBlimpGuy::Update() { return false; } void AIScriptBlimpGuy::TimerExpired(int timer) { //return false; } void AIScriptBlimpGuy::CompletedMovementTrack() { //return false; } void AIScriptBlimpGuy::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptBlimpGuy::ClickedByPlayer() { //return false; } void AIScriptBlimpGuy::EnteredSet(int setId) { // return false; } void AIScriptBlimpGuy::OtherAgentEnteredThisSet(int otherActorId) { // return false; } void AIScriptBlimpGuy::OtherAgentExitedThisSet(int otherActorId) { // return false; } void AIScriptBlimpGuy::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptBlimpGuy::ShotAtAndMissed() { // return false; } bool AIScriptBlimpGuy::ShotAtAndHit() { return false; } void AIScriptBlimpGuy::Retired(int byActorId) { // return false; } int AIScriptBlimpGuy::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptBlimpGuy::GoalChanged(int currentGoalNumber, int newGoalNumber) { return false; } bool AIScriptBlimpGuy::UpdateAnimation(int *animation, int *frame) { return true; } bool AIScriptBlimpGuy::ChangeAnimationMode(int mode) { return true; } void AIScriptBlimpGuy::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptBlimpGuy::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptBlimpGuy::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptBlimpGuy::FledCombat() { // return false; } } // End of namespace BladeRunner