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BLADERUNNER: Added TheBard actor
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@@ -84,6 +84,7 @@ MODULE_OBJS = \
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script/ai/sergeant_walls.o \
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script/ai/shoeshine_man.o \
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script/ai/steele.o \
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script/ai/the_bard.o \
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script/ai/transient.o \
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script/ai/tyrell_guard.o \
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script/ai/zuben.o \
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@@ -0,0 +1,123 @@
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/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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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AIScriptTheBard::AIScriptTheBard(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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}
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void AIScriptTheBard::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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}
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bool AIScriptTheBard::Update() {
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return false;
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}
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void AIScriptTheBard::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptTheBard::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptTheBard::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptTheBard::ClickedByPlayer() {
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//return false;
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}
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void AIScriptTheBard::EnteredScene(int sceneId) {
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// return false;
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}
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void AIScriptTheBard::OtherAgentEnteredThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptTheBard::OtherAgentExitedThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptTheBard::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptTheBard::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptTheBard::ShotAtAndHit() {
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return false;
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}
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void AIScriptTheBard::Retired(int byActorId) {
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// return false;
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}
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int AIScriptTheBard::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptTheBard::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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return false;
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}
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bool AIScriptTheBard::UpdateAnimation(int *animation, int *frame) {
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return true;
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}
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bool AIScriptTheBard::ChangeAnimationMode(int mode) {
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return true;
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}
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void AIScriptTheBard::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 AIScriptTheBard::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 AIScriptTheBard::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptTheBard::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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@@ -63,6 +63,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
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_AIScripts[kActorHawkersBarkeep] = new AIScriptHawkersBarkeep(_vm); // 32
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_AIScripts[kActorSergeantWalls] = new AIScriptSergeantWalls(_vm); // 34
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_AIScripts[kActorMoraji] = new AIScriptMoraji(_vm); // 35
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_AIScripts[kActorTheBard] = new AIScriptTheBard(_vm); // 36
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_AIScripts[kActorHysteriaPatron1] = new AIScriptHysteriaPatron1(_vm); // 47
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_AIScripts[kActorHysteriaPatron2] = new AIScriptHysteriaPatron2(_vm); // 48
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_AIScripts[kActorHysteriaPatron3] = new AIScriptHysteriaPatron3(_vm); // 49
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@@ -251,6 +251,9 @@ DECLARE_SCRIPT(Moraji)
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int _var2;
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END_SCRIPT
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DECLARE_SCRIPT(TheBard)
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END_SCRIPT
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DECLARE_SCRIPT(HysteriaPatron1)
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END_SCRIPT
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