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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 {
AIScriptTaffyPatron::AIScriptTaffyPatron(BladeRunnerEngine *vm) : AIScriptBase(vm) {
}
void AIScriptTaffyPatron::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
}
bool AIScriptTaffyPatron::Update() {
return false;
}
void AIScriptTaffyPatron::TimerExpired(int timer) {
//return false;
}
void AIScriptTaffyPatron::CompletedMovementTrack() {
//return false;
}
void AIScriptTaffyPatron::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptTaffyPatron::ClickedByPlayer() {
//return false;
}
void AIScriptTaffyPatron::EnteredSet(int setId) {
// return false;
}
void AIScriptTaffyPatron::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptTaffyPatron::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptTaffyPatron::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptTaffyPatron::ShotAtAndMissed() {
// return false;
}
bool AIScriptTaffyPatron::ShotAtAndHit() {
return false;
}
void AIScriptTaffyPatron::Retired(int byActorId) {
// return false;
}
int AIScriptTaffyPatron::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptTaffyPatron::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case 0:
Actor_Put_In_Set(kActorTaffyPatron, kSetFreeSlotH);
Actor_Set_At_Waypoint(kActorTaffyPatron, 40, 0);
return true;
case 250:
Actor_Put_In_Set(kActorTaffyPatron, kSetNR01);
Actor_Set_At_XYZ(kActorTaffyPatron, -170.4f, 23.68f, -850.0f, 324);
Async_Actor_Walk_To_XYZ(kActorTaffyPatron, -390.0f, 31.55f, -429.0f, 24, true);
return true;
case 255:
Actor_Put_In_Set(kActorTaffyPatron, kSetNR01);
Actor_Set_At_XYZ(kActorTaffyPatron, -170.4f, 23.68f, -850.0f, 324);
Actor_Change_Animation_Mode(kActorTaffyPatron, 48);
return true;
default:
break;
}
return false;
}
bool AIScriptTaffyPatron::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
// Dummy placeholder, kModelAnimationZubenIdle (406) is a Zuben animation
*animation = kModelAnimationZubenIdle;
_animationFrame = 0;
break;
case 1:
*animation = kModelAnimationTaffyPatronRunning;
++_animationFrame;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationTaffyPatronRunning) - 1) {
_animationFrame = 0;
}
break;
case 2:
*animation = kModelAnimationTaffyPatronShotDead;
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelAnimationTaffyPatronShotDead) - 1) {
++_animationFrame;
}
break;
default:
debugC(6, kDebugAnimation, "AIScriptTaffyPatron::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptTaffyPatron::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
_animationState = 0;
_animationFrame = 0;
break;
case kAnimationModeRun:
_animationState = 1;
_animationFrame = 0;
break;
case kAnimationModeDie:
_animationState = 2;
_animationFrame = 0;
break;
default:
debugC(6, kDebugAnimation, "AIScriptTaffyPatron::ChangeAnimationMode(%d) - Target mode is not supported", mode);
break;
}
return true;
}
void AIScriptTaffyPatron::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptTaffyPatron::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptTaffyPatron::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptTaffyPatron::FledCombat() {
// return false;
}
} // End of namespace BladeRunner
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