Files
2026-02-02 04:50:13 +01:00

283 lines
7.5 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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