/* 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 { AIScriptHysteriaPatron3::AIScriptHysteriaPatron3(BladeRunnerEngine *vm) : AIScriptBase(vm) { } void AIScriptHysteriaPatron3::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; if (_vm->_cutContent) { Actor_Put_In_Set(kActorHysteriaPatron3, kSetNR05_NR08); Actor_Set_At_XYZ(kActorHysteriaPatron3, -600.0f, 0.0f, -245.0f, 880); } } bool AIScriptHysteriaPatron3::Update() { return false; } void AIScriptHysteriaPatron3::TimerExpired(int timer) { //return false; } void AIScriptHysteriaPatron3::CompletedMovementTrack() { //return false; } void AIScriptHysteriaPatron3::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptHysteriaPatron3::ClickedByPlayer() { if (_vm->_cutContent) { Actor_Face_Actor(kActorMcCoy, kActorHysteriaPatron3, true); Actor_Says(kActorMcCoy, 8935, kAnimationModeTalk); } //return false; } void AIScriptHysteriaPatron3::EnteredSet(int setId) { // return false; } void AIScriptHysteriaPatron3::OtherAgentEnteredThisSet(int otherActorId) { // return false; } void AIScriptHysteriaPatron3::OtherAgentExitedThisSet(int otherActorId) { // return false; } void AIScriptHysteriaPatron3::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptHysteriaPatron3::ShotAtAndMissed() { // return false; } bool AIScriptHysteriaPatron3::ShotAtAndHit() { return false; } void AIScriptHysteriaPatron3::Retired(int byActorId) { // return false; } int AIScriptHysteriaPatron3::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptHysteriaPatron3::GoalChanged(int currentGoalNumber, int newGoalNumber) { return false; } const int kAnimationsCount = 3; const int animationList[kAnimationsCount] = { kModelAnimationHysteriaPatron3DanceHandsDownLeanBackForth, kModelAnimationHysteriaPatron3DanceHandsDownToHandsUp, kModelAnimationHysteriaPatron3DanceHandsDownToHandsUp, }; bool AIScriptHysteriaPatron3::UpdateAnimation(int *animation, int *frame) { if (_vm->_cutContent) { if (_animationState >= kAnimationsCount) { debugC(6, kDebugAnimation, "AIScriptHysteriaPatron3::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState); } else { *animation = animationList[_animationState]; if (_animationState == 2) { --_animationFrame; if (_animationFrame == 0) { _animationState = Random_Query(0, 1); // restart the cycle from 0 or 1 state _animationFrame = 0; *animation = animationList[_animationState]; } } else { ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; if (_animationState == 0 && Random_Query(0, 2) == 0) { _animationState = 0; // restart same 0 state, with a small random chance } else { ++_animationState; if (_animationState == 2) { _animationFrame = Slice_Animation_Query_Number_Of_Frames(animationList[_animationState]) - 1; } else if (_animationState >= kAnimationsCount) { _animationState = Random_Query(0, 1); // restart the cycle from 0 or 1 state } } *animation = animationList[_animationState]; } } } *frame = _animationFrame; } return true; } bool AIScriptHysteriaPatron3::ChangeAnimationMode(int mode) { debugC(6, kDebugAnimation, "AIScriptHysteriaPatron3::ChangeAnimationMode(%d) - Animation mode change is not supported", mode); return true; } void AIScriptHysteriaPatron3::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptHysteriaPatron3::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptHysteriaPatron3::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptHysteriaPatron3::FledCombat() { // return false; } } // End of namespace BladeRunner