/* 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 kAnimationsCount = 30; const int animationList[kAnimationsCount] = { kModelAnimationHysteriaPatron2DanceHandsBellyMotion, kModelAnimationHysteriaPatron2DanceHandsUpLeftMotion, kModelAnimationHysteriaPatron2DanceHandsUpSitAndUp, kModelAnimationHysteriaPatron2DanceHandsUpToHandsDown, kModelAnimationHysteriaPatron2DanceHandsDownHipsSwirl, kModelAnimationHysteriaPatron2DanceHandsDownLegSwirl, kModelAnimationHysteriaPatron2DanceHandsDownLeanBackForth, kModelAnimationHysteriaPatron2DanceHandsDownToHandsUp, kModelAnimationHysteriaPatron2DanceHandsUpLeftMotion, kModelAnimationHysteriaPatron2DanceHandsBellyMotion, kModelAnimationHysteriaPatron2DanceHandsBellyMotion, kModelAnimationHysteriaPatron2DanceHandsBellyMotion, kModelAnimationHysteriaPatron2DanceHandsBellyMotion, kModelAnimationHysteriaPatron2DanceHandsUpLeftMotion, kModelAnimationHysteriaPatron2DanceHandsUpToHandsDown, kModelAnimationHysteriaPatron2DanceHandsDownLegSwirl, kModelAnimationHysteriaPatron2DanceHandsDownHipsSwirl, kModelAnimationHysteriaPatron2DanceHandsDownLeanBackForth, kModelAnimationHysteriaPatron2DanceHandsDownToHandsUp, kModelAnimationHysteriaPatron2DanceHandsUpSitAndUp, kModelAnimationHysteriaPatron2DanceHandsBellyMotion, kModelAnimationHysteriaPatron2DanceHandsBellyMotion, kModelAnimationHysteriaPatron2DanceHandsBellyMotion, kModelAnimationHysteriaPatron2DanceHandsBellyMotion, kModelAnimationHysteriaPatron2DanceHandsBellyMotion, kModelAnimationHysteriaPatron2DanceHandsUpToHandsDown, kModelAnimationHysteriaPatron2DanceHandsDownHipsSwirl, kModelAnimationHysteriaPatron2DanceHandsDownHipsSwirl, kModelAnimationHysteriaPatron2DanceHandsDownLeanBackForth, kModelAnimationHysteriaPatron2DanceHandsDownToHandsUp }; bool AIScriptHysteriaPatron2::UpdateAnimation(int *animation, int *frame) { *animation = animationList[_animationState]; if (++_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) { _animationFrame = 0; if (++_animationState >= kAnimationsCount) _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