mirror of
https://github.com/scummvm/scummvm.git
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147 lines
4.0 KiB
C++
147 lines
4.0 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
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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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AIScriptHysteriaPatron2::AIScriptHysteriaPatron2(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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}
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void AIScriptHysteriaPatron2::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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Actor_Put_In_Set(kActorHysteriaPatron2, kSetNR05_NR08);
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Actor_Set_At_XYZ(kActorHysteriaPatron2, -516.0f, 0.0f, -190.0f, 452);
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}
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bool AIScriptHysteriaPatron2::Update() {
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return false;
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}
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void AIScriptHysteriaPatron2::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptHysteriaPatron2::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptHysteriaPatron2::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptHysteriaPatron2::ClickedByPlayer() {
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Actor_Face_Actor(kActorMcCoy, kActorHysteriaPatron2, true);
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Actor_Says(kActorMcCoy, 8935, kAnimationModeTalk);
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}
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void AIScriptHysteriaPatron2::EnteredScene(int sceneId) {
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// return false;
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}
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void AIScriptHysteriaPatron2::OtherAgentEnteredThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptHysteriaPatron2::OtherAgentExitedThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptHysteriaPatron2::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptHysteriaPatron2::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptHysteriaPatron2::ShotAtAndHit() {
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return false;
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}
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void AIScriptHysteriaPatron2::Retired(int byActorId) {
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// return false;
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}
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int AIScriptHysteriaPatron2::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptHysteriaPatron2::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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return false;
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}
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const int animationList[30] = {
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885, 886, 887, 891, 888, 889, 890, 892, 886, 885,
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885, 885, 885, 886, 891, 889, 888, 890, 892, 887,
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885, 885, 885, 885, 885, 891, 888, 888, 890, 892
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};
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bool AIScriptHysteriaPatron2::UpdateAnimation(int *animation, int *frame) {
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*animation = animationList[_animationState];
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if (++_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
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_animationFrame = 0;
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if (++_animationState >= 30)
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_animationState = 0;
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*animation = animationList[_animationState];
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}
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*frame = _animationFrame;
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return true;
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}
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bool AIScriptHysteriaPatron2::ChangeAnimationMode(int mode) {
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return true;
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}
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void AIScriptHysteriaPatron2::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 AIScriptHysteriaPatron2::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 AIScriptHysteriaPatron2::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptHysteriaPatron2::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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