mirror of
https://github.com/scummvm/scummvm.git
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233 lines
5.1 KiB
C++
233 lines
5.1 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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AIScriptMia::AIScriptMia(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_flag1 = false;
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}
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void AIScriptMia::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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_flag1 = false;
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Actor_Put_In_Set(kActorMia, kSetHF01);
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Actor_Set_At_XYZ(kActorMia, 606.77f, -0.01f, -214.3f, 511);
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Actor_Set_Goal_Number(kActorMia, 0);
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}
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bool AIScriptMia::Update() {
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if (Global_Variable_Query(kVariableChapter) == 4 && Actor_Query_Goal_Number(kActorMia) != 300)
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Actor_Set_Goal_Number(kActorMia, 300);
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return false;
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}
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void AIScriptMia::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptMia::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptMia::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptMia::ClickedByPlayer() {
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//return false;
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}
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void AIScriptMia::EnteredScene(int sceneId) {
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// return false;
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}
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void AIScriptMia::OtherAgentEnteredThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptMia::OtherAgentExitedThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptMia::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptMia::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptMia::ShotAtAndHit() {
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return false;
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}
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void AIScriptMia::Retired(int byActorId) {
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// return false;
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}
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int AIScriptMia::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptMia::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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if (newGoalNumber == 300) {
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Actor_Put_In_Set(kActorMia, kSetFreeSlotH);
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Actor_Set_At_Waypoint(kActorMia, 40, 0);
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}
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return false;
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}
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bool AIScriptMia::UpdateAnimation(int *animation, int *frame) {
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switch (_animationState) {
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case 0:
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*animation = 566;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(566))
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_animationFrame = 0;
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break;
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case 1:
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*animation = 567;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(567)) {
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*animation = 566;
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_animationFrame = 0;
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_animationState = 0;
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}
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break;
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case 2:
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*animation = 568;
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if (!_animationFrame && _flag1) {
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*animation = 566;
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_animationFrame = 0;
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_animationState = 0;
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} else {
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
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_animationFrame = 0;
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}
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}
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break;
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case 3:
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*animation = 569;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(569)) {
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*animation = 568;
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_animationFrame = 0;
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_animationState = 2;
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}
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break;
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case 4:
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*animation = 570;
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_animationFrame++;
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if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(570)) {
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*animation = 568;
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_animationFrame = 0;
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_animationState = 2;
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}
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break;
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default:
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break;
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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 AIScriptMia::ChangeAnimationMode(int mode) {
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switch (mode) {
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case kAnimationModeIdle:
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if (_animationState >= 2 && _animationState <= 4) {
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_flag1 = false;
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} else {
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_animationFrame = 0;
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_animationState = 0;
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}
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break;
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case kAnimationModeTalk:
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_animationFrame = 0;
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_flag1 = false;
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_animationState = 2;
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break;
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case 12:
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_animationFrame = 0;
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_flag1 = false;
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_animationState = 3;
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break;
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case 13:
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_animationFrame = 0;
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_flag1 = false;
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_animationState = 4;
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break;
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case 23:
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_animationFrame = 0;
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_animationState = 1;
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break;
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}
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return true;
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}
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void AIScriptMia::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 AIScriptMia::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 AIScriptMia::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptMia::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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