mirror of
https://github.com/scummvm/scummvm.git
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219 lines
5.3 KiB
C++
219 lines
5.3 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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AIScriptShoeshineMan::AIScriptShoeshineMan(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_state = false;
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}
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void AIScriptShoeshineMan::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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_state = false;
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}
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bool AIScriptShoeshineMan::Update() {
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return false;
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}
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void AIScriptShoeshineMan::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptShoeshineMan::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptShoeshineMan::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptShoeshineMan::ClickedByPlayer() {
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if (Actor_Query_Goal_Number(kActorShoeshineMan) != 100) {
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return;
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}
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -1098.15f, -0.04f, -201.53f, 0, true, false, false)) {
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Actor_Set_Goal_Number(kActorShoeshineMan, 102);
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Actor_Face_Actor(kActorMcCoy, kActorShoeshineMan, true);
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Actor_Says_With_Pause(kActorShoeshineMan, 0, 1.2f, 13);
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Actor_Says(kActorMcCoy, 730, 17);
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Actor_Says(kActorShoeshineMan, 10, 13);
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Actor_Says(kActorShoeshineMan, 20, 12);
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Actor_Says_With_Pause(kActorMcCoy, 735, 1.0f, 14);
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Actor_Change_Animation_Mode(kActorShoeshineMan, 29);
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}
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}
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void AIScriptShoeshineMan::EnteredSet(int setId) {
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// return false;
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}
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void AIScriptShoeshineMan::OtherAgentEnteredThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptShoeshineMan::OtherAgentExitedThisSet(int otherActorId) {
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// return false;
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}
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void AIScriptShoeshineMan::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptShoeshineMan::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptShoeshineMan::ShotAtAndHit() {
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return false;
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}
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void AIScriptShoeshineMan::Retired(int byActorId) {
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// return false;
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}
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int AIScriptShoeshineMan::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptShoeshineMan::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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switch (newGoalNumber) {
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case 100:
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Actor_Put_In_Set(kActorShoeshineMan, kSetDR01_DR02_DR04);
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Actor_Set_At_XYZ(kActorShoeshineMan, -1160.0f, -0.04f, -235.0f, 524);
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break;
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case 101:
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AI_Movement_Track_Flush(kActorShoeshineMan);
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AI_Movement_Track_Append(kActorShoeshineMan, 281, 0);
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AI_Movement_Track_Append(kActorShoeshineMan, 40, 0);
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AI_Movement_Track_Repeat(kActorShoeshineMan);
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break;
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}
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return false;
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}
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bool AIScriptShoeshineMan::UpdateAnimation(int *animation, int *frame) {
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switch(_animationState) {
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case 0:
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// fall through
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case 1:
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// fall through
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case 2:
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// fall through
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case 3:
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// fall through
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case 4:
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// fall through
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case 5:
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// fall through
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case 6:
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptShoeshineMan::UpdateAnimation() - Current _animationState (%d) is not supported", _animationState);
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break;
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}
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return true;
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}
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bool AIScriptShoeshineMan::ChangeAnimationMode(int mode) {
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switch (mode) {
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case 0:
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if (_animationState >= 2 && _animationState <= 4) {
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_state = true;
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} else {
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_animationState = 0;
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_animationFrame = 0;
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}
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break;
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case 1:
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_animationState = 1;
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_animationFrame = 0;
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break;
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case 3:
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_animationState = 2;
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_animationFrame = 0;
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_state = false;
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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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_state = false;
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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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_state = false;
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break;
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case 23:
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_animationState = 5;
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_animationFrame = 0;
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break;
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case 29:
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_animationState = 6;
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_animationFrame = 0;
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break;
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default:
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debugC(6, kDebugAnimation, "AIScriptShoeshineMan::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 AIScriptShoeshineMan::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 AIScriptShoeshineMan::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 AIScriptShoeshineMan::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptShoeshineMan::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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