From c1ae4ecb9d784269c61a0209265d7ecc8300c74e Mon Sep 17 00:00:00 2001 From: Eugene Sandulenko Date: Thu, 8 Mar 2018 22:16:16 +0100 Subject: BLADERUNNER: Added HysteriaPatron2 actor --- engines/bladerunner/script/ai/hysteria_patron2.cpp | 146 +++++++++++++++++++++ 1 file changed, 146 insertions(+) create mode 100644 engines/bladerunner/script/ai/hysteria_patron2.cpp (limited to 'engines/bladerunner/script/ai/hysteria_patron2.cpp') diff --git a/engines/bladerunner/script/ai/hysteria_patron2.cpp b/engines/bladerunner/script/ai/hysteria_patron2.cpp new file mode 100644 index 0000000000..6a284bd793 --- /dev/null +++ b/engines/bladerunner/script/ai/hysteria_patron2.cpp @@ -0,0 +1,146 @@ +/* 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 2 + * 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, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#include "bladerunner/script/ai_script.h" + +namespace BladeRunner { + +AIScriptHysteriaPatron2::AIScriptHysteriaPatron2(BladeRunnerEngine *vm) : AIScriptBase(vm) { +} + +void AIScriptHysteriaPatron2::Initialize() { + _animationFrame = 0; + _animationState = 0; + _animationStateNext = 0; + _animationNext = 0; + + Actor_Put_In_Set(kActorHysteriaPatron2, kSetNR05_NR08); + Actor_Set_At_XYZ(kActorHysteriaPatron2, -516.0f, 0.0f, -190.0f, 452); +} + +bool AIScriptHysteriaPatron2::Update() { + return false; +} + +void AIScriptHysteriaPatron2::TimerExpired(int timer) { + //return false; +} + +void AIScriptHysteriaPatron2::CompletedMovementTrack() { + //return false; +} + +void AIScriptHysteriaPatron2::ReceivedClue(int clueId, int fromActorId) { + //return false; +} + +void AIScriptHysteriaPatron2::ClickedByPlayer() { + Actor_Face_Actor(kActorMcCoy, kActorHysteriaPatron2, true); + Actor_Says(kActorMcCoy, 8935, kAnimationModeTalk); +} + +void AIScriptHysteriaPatron2::EnteredScene(int sceneId) { + // return false; +} + +void AIScriptHysteriaPatron2::OtherAgentEnteredThisScene(int otherActorId) { + // return false; +} + +void AIScriptHysteriaPatron2::OtherAgentExitedThisScene(int otherActorId) { + // return false; +} + +void AIScriptHysteriaPatron2::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { + // return false; +} + +void AIScriptHysteriaPatron2::ShotAtAndMissed() { + // return false; +} + +bool AIScriptHysteriaPatron2::ShotAtAndHit() { + return false; +} + +void AIScriptHysteriaPatron2::Retired(int byActorId) { + // return false; +} + +int AIScriptHysteriaPatron2::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { + return 0; +} + +bool AIScriptHysteriaPatron2::GoalChanged(int currentGoalNumber, int newGoalNumber) { + return false; +} + +const int animationList[30] = { + 885, 886, 887, 891, 888, 889, 890, 892, 886, 885, + 885, 885, 885, 886, 891, 889, 888, 890, 892, 887, + 885, 885, 885, 885, 885, 891, 888, 888, 890, 892 +}; + +bool AIScriptHysteriaPatron2::UpdateAnimation(int *animation, int *frame) { + *animation = animationList[_animationState]; + + if (++_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { + _animationFrame = 0; + + if (++_animationState >= 30) + _animationState = 0; + + *animation = animationList[_animationState]; + } + + *frame = _animationFrame; + + return true; +} + +bool AIScriptHysteriaPatron2::ChangeAnimationMode(int mode) { + return true; +} + +void AIScriptHysteriaPatron2::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { + *animationState = _animationState; + *animationFrame = _animationFrame; + *animationStateNext = _animationStateNext; + *animationNext = _animationNext; +} + +void AIScriptHysteriaPatron2::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { + _animationState = animationState; + _animationFrame = animationFrame; + _animationStateNext = animationStateNext; + _animationNext = animationNext; +} + +bool AIScriptHysteriaPatron2::ReachedMovementTrackWaypoint(int waypointId) { + return true; +} + +void AIScriptHysteriaPatron2::FledCombat() { + // return false; +} + +} // End of namespace BladeRunner -- cgit v1.2.3