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/* 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 {
// Notes:
// kActorBlimpGuy's speech appears
// in specific scenes:
// - AR01, AR02
// - BB01
// - CT01, CT02, CT03, CT04, CT06, CT07, CT08, CT12
// - DR01, DR04
// - MA05
// - RC03
// and one cutscene:
// - TB_FLY
// In the in-game scenes (not cutscenes) this speech is played as ambient sound
// using Ambient_Sounds_Add_Speech_Sound() and is thus not subtitled as of yet.
// TODO: maybe we could support dual subtitles being displayed on-screen for cases when Ambient Speech Sound
// would overlap over character speech.
// The Blimp Guy's speech in the TB_FLY VQA cutscene is subtitled.
//
// The FRA and ESP versions do not use the Blimp's horn sound at all during any of the announcements
//
// From the available quotes for kActorBlimpGuy, only quotes with id 0, 20, 40, 50 are used.
// Quote 10 is unused:
// "A new life awaits you in the Off-World colonies."
// "The chance to begin again in a golden land of opportunity and adventure."
// - In ENG and DEU versions it is identical with the second half of quote id 0 and thus redundant
// - In FRA, ESP and ITA versions it is the missing second half of quote id 0 and is thus "required"
// TODO: Figure out a way to restore this quote as a continuation of the previous quote
// given that this is ambient sound!
//
// Quote 30 is unused:
// Roughly translates to: "What are you waiting for? Emigrate to the colonies!"
// - In ENG version this is a *boop* sound
// - In DEU version this is the start of a new announcement (the Blimp horn plays)
// - In ITA version this should be a continuation of an announcement (the Blimp horn does not play)
// - In FRA and ESP version this can be either a new announcement or a continuation of the previous announcement
// (the Blimp horn does not play ever in FRA and ESP versions)
// TODO: Figure out a way to restore this quote as a continuation of the previous quote
// given that this is ambient sound!
//
AIScriptBlimpGuy::AIScriptBlimpGuy(BladeRunnerEngine *vm) : AIScriptBase(vm) {
}
void AIScriptBlimpGuy::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
}
bool AIScriptBlimpGuy::Update() {
return false;
}
void AIScriptBlimpGuy::TimerExpired(int timer) {
//return false;
}
void AIScriptBlimpGuy::CompletedMovementTrack() {
//return false;
}
void AIScriptBlimpGuy::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptBlimpGuy::ClickedByPlayer() {
//return false;
}
void AIScriptBlimpGuy::EnteredSet(int setId) {
// return false;
}
void AIScriptBlimpGuy::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptBlimpGuy::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptBlimpGuy::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptBlimpGuy::ShotAtAndMissed() {
// return false;
}
bool AIScriptBlimpGuy::ShotAtAndHit() {
return false;
}
void AIScriptBlimpGuy::Retired(int byActorId) {
// return false;
}
int AIScriptBlimpGuy::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptBlimpGuy::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return false;
}
bool AIScriptBlimpGuy::UpdateAnimation(int *animation, int *frame) {
return true;
}
bool AIScriptBlimpGuy::ChangeAnimationMode(int mode) {
return true;
}
void AIScriptBlimpGuy::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptBlimpGuy::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptBlimpGuy::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptBlimpGuy::FledCombat() {
// return false;
}
} // End of namespace BladeRunner
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