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