/* 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 { AIScriptSergeantWalls::AIScriptSergeantWalls(BladeRunnerEngine *vm) : AIScriptBase(vm) { } void AIScriptSergeantWalls::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; } bool AIScriptSergeantWalls::Update() { if (Game_Flag_Query(kFlagSergeantWallsBuzzInRequest) && Game_Flag_Query(kFlagSergeantWallsBuzzInDone) ) { Game_Flag_Reset(kFlagSergeantWallsBuzzInRequest); } return false; } void AIScriptSergeantWalls::TimerExpired(int timer) { //return false; } void AIScriptSergeantWalls::CompletedMovementTrack() { //return false; } void AIScriptSergeantWalls::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptSergeantWalls::ClickedByPlayer() { //return false; } void AIScriptSergeantWalls::EnteredSet(int setId) { // return false; } void AIScriptSergeantWalls::OtherAgentEnteredThisSet(int otherActorId) { // return false; } void AIScriptSergeantWalls::OtherAgentExitedThisSet(int otherActorId) { // return false; } void AIScriptSergeantWalls::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptSergeantWalls::ShotAtAndMissed() { // return false; } bool AIScriptSergeantWalls::ShotAtAndHit() { return false; } void AIScriptSergeantWalls::Retired(int byActorId) { // return false; } int AIScriptSergeantWalls::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptSergeantWalls::GoalChanged(int currentGoalNumber, int newGoalNumber) { return false; } bool AIScriptSergeantWalls::UpdateAnimation(int *animation, int *frame) { switch (_animationState) { case 0: ++_animationFrame; if ( Game_Flag_Query(kFlagSergeantWallsBuzzInRequest) && !Game_Flag_Query(kFlagSergeantWallsBuzzInDone) ) { // TODO maybe use kModelAnimationSergeantWallsHitsBuzzerTalk here? *animation = kModelAnimationSergeantWallsGestureGive; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSergeantWallsGestureGive)) { _animationFrame = 0; Game_Flag_Set(kFlagSergeantWallsBuzzInDone); } } else { *animation = kModelAnimationSergeantWallsIdle; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSergeantWallsIdle)) { _animationFrame = 0; } } break; case 1: *animation = kModelAnimationSergeantWallsCalmTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSergeantWallsCalmTalk)) { _animationFrame = 0; } break; case 3: *animation = kModelAnimationSergeantWallsMoreHeadMoveTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSergeantWallsMoreHeadMoveTalk)) { _animationState = 1; _animationFrame = 0; *animation = kModelAnimationSergeantWallsCalmTalk; } break; case 4: *animation = kModelAnimationSergeantWallsExplainTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSergeantWallsExplainTalk)) { _animationState = 1; _animationFrame = 0; *animation = kModelAnimationSergeantWallsCalmTalk; } break; case 5: *animation = kModelAnimationSergeantWallsLaughTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSergeantWallsLaughTalk)) { _animationState = 1; _animationFrame = 0; *animation = kModelAnimationSergeantWallsCalmTalk; } break; case 6: *animation = kModelAnimationSergeantWallsHarderLaughTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSergeantWallsHarderLaughTalk)) { _animationState = 1; _animationFrame = 0; *animation = kModelAnimationSergeantWallsCalmTalk; } break; case 7: *animation = kModelAnimationSergeantWallsDefendTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSergeantWallsDefendTalk)) { _animationState = 1; _animationFrame = 0; *animation = kModelAnimationSergeantWallsCalmTalk; } break; case 8: *animation = kModelAnimationSergeantWallsHitsBuzzerTalk; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSergeantWallsHitsBuzzerTalk)) { _animationState = 1; _animationFrame = 0; *animation = kModelAnimationSergeantWallsCalmTalk; } break; case 9: *animation = kModelAnimationSergeantWallsGestureGive; ++_animationFrame; if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationSergeantWallsGestureGive)) { _animationState = 9; _animationFrame = 0; *animation = kModelAnimationSergeantWallsGestureGive; } break; default: // Dummy placeholder, kModelAnimationZubenWalking (399) is a Zuben animation *animation = kModelAnimationZubenWalking; debugC(6, kDebugAnimation, "AIScriptSergeantWalls::UpdateAnimation() - Current _animationState (%d) is a placeholder", _animationState); break; } *frame = _animationFrame; return true; } bool AIScriptSergeantWalls::ChangeAnimationMode(int mode) { switch (mode) { case kAnimationModeIdle: _animationState = 0; _animationFrame = 0; break; case kAnimationModeTalk: _animationState = 1; _animationFrame = 0; break; case 12: _animationState = 3; _animationFrame = 0; break; case 13: _animationState = 4; _animationFrame = 0; break; case 14: _animationState = 5; _animationFrame = 0; break; case 15: _animationState = 6; _animationFrame = 0; break; case 16: _animationState = 7; _animationFrame = 0; break; case 17: _animationState = 8; _animationFrame = 0; break; case 23: _animationState = 9; _animationFrame = 0; break; default: debugC(6, kDebugAnimation, "AIScriptSergeantWalls::ChangeAnimationMode(%d) - Target mode is not supported", mode); break; } return true; } void AIScriptSergeantWalls::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptSergeantWalls::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptSergeantWalls::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptSergeantWalls::FledCombat() { // return false; } } // End of namespace BladeRunner