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