123 lines
3.2 KiB
C++
123 lines
3.2 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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AIScriptNewscaster::AIScriptNewscaster(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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}
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void AIScriptNewscaster::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 AIScriptNewscaster::Update() {
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return false;
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}
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void AIScriptNewscaster::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptNewscaster::CompletedMovementTrack() {
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//return false;
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}
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void AIScriptNewscaster::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptNewscaster::ClickedByPlayer() {
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//return false;
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}
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void AIScriptNewscaster::EnteredScene(int sceneId) {
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// return false;
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}
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void AIScriptNewscaster::OtherAgentEnteredThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptNewscaster::OtherAgentExitedThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptNewscaster::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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// return false;
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}
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void AIScriptNewscaster::ShotAtAndMissed() {
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// return false;
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}
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bool AIScriptNewscaster::ShotAtAndHit() {
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return false;
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}
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void AIScriptNewscaster::Retired(int byActorId) {
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// return false;
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}
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int AIScriptNewscaster::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptNewscaster::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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return false;
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}
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bool AIScriptNewscaster::UpdateAnimation(int *animation, int *frame) {
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return true;
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}
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bool AIScriptNewscaster::ChangeAnimationMode(int mode) {
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return true;
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}
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void AIScriptNewscaster::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 AIScriptNewscaster::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 AIScriptNewscaster::ReachedMovementTrackWaypoint(int waypointId) {
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return true;
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}
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void AIScriptNewscaster::FledCombat() {
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// return false;
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}
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} // End of namespace BladeRunner
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