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| author | Eugene Sandulenko | 2018-03-11 22:09:07 +0100 | 
|---|---|---|
| committer | Eugene Sandulenko | 2018-03-11 22:21:30 +0100 | 
| commit | d3cde2c16e3a95ff3082cb12f9c3dcf8053e37f3 (patch) | |
| tree | fba3bde31afc354eb2fe77607d955e66ff1220f4 | |
| parent | b530bd38dff3c789be21f294cf8561ef52fd4e90 (diff) | |
| download | scummvm-rg350-d3cde2c16e3a95ff3082cb12f9c3dcf8053e37f3.tar.gz scummvm-rg350-d3cde2c16e3a95ff3082cb12f9c3dcf8053e37f3.tar.bz2 scummvm-rg350-d3cde2c16e3a95ff3082cb12f9c3dcf8053e37f3.zip | |
BLADERUNNER: Added Dispatcher actor
| -rw-r--r-- | engines/bladerunner/module.mk | 1 | ||||
| -rw-r--r-- | engines/bladerunner/script/ai/dispatcher.cpp | 123 | ||||
| -rw-r--r-- | engines/bladerunner/script/ai_script.cpp | 1 | ||||
| -rw-r--r-- | engines/bladerunner/script/ai_script.h | 3 | 
4 files changed, 128 insertions, 0 deletions
| diff --git a/engines/bladerunner/module.mk b/engines/bladerunner/module.mk index 3de756e1ca..9a23a2a229 100644 --- a/engines/bladerunner/module.mk +++ b/engines/bladerunner/module.mk @@ -54,6 +54,7 @@ MODULE_OBJS = \  	script/ai/bryant.o \  	script/ai/crazylegs.o \  	script/ai/desk_clerk.o \ +	script/ai/dispatcher.o \  	script/ai/fish_dealer.o \  	script/ai/gaff.o \  	script/ai/generic_walker_a.o \ diff --git a/engines/bladerunner/script/ai/dispatcher.cpp b/engines/bladerunner/script/ai/dispatcher.cpp new file mode 100644 index 0000000000..7d5e55cf2f --- /dev/null +++ b/engines/bladerunner/script/ai/dispatcher.cpp @@ -0,0 +1,123 @@ +/* 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 { + +AIScriptDispatcher::AIScriptDispatcher(BladeRunnerEngine *vm) : AIScriptBase(vm) { +} + +void AIScriptDispatcher::Initialize() { +	_animationFrame = 0; +	_animationState = 0; +	_animationStateNext = 0; +	_animationNext = 0; +} + +bool AIScriptDispatcher::Update() { +	return false; +} + +void AIScriptDispatcher::TimerExpired(int timer) { +	//return false; +} + +void AIScriptDispatcher::CompletedMovementTrack() { +	//return false; +} + +void AIScriptDispatcher::ReceivedClue(int clueId, int fromActorId) { +	//return false; +} + +void AIScriptDispatcher::ClickedByPlayer() { +	//return false; +} + +void AIScriptDispatcher::EnteredScene(int sceneId) { +	// return false; +} + +void AIScriptDispatcher::OtherAgentEnteredThisScene(int otherActorId) { +	// return false; +} + +void AIScriptDispatcher::OtherAgentExitedThisScene(int otherActorId) { +	// return false; +} + +void AIScriptDispatcher::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { +	// return false; +} + +void AIScriptDispatcher::ShotAtAndMissed() { +	// return false; +} + +bool AIScriptDispatcher::ShotAtAndHit() { +	return false; +} + +void AIScriptDispatcher::Retired(int byActorId) { +	// return false; +} + +int AIScriptDispatcher::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { +	return 0; +} + +bool AIScriptDispatcher::GoalChanged(int currentGoalNumber, int newGoalNumber) { +	return false; +} + +bool AIScriptDispatcher::UpdateAnimation(int *animation, int *frame) { +	return true; +} + +bool AIScriptDispatcher::ChangeAnimationMode(int mode) { +	return true; +} + +void AIScriptDispatcher::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { +	*animationState     = _animationState; +	*animationFrame     = _animationFrame; +	*animationStateNext = _animationStateNext; +	*animationNext      = _animationNext; +} + +void AIScriptDispatcher::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { +	_animationState     = animationState; +	_animationFrame     = animationFrame; +	_animationStateNext = animationStateNext; +	_animationNext      = animationNext; +} + +bool AIScriptDispatcher::ReachedMovementTrackWaypoint(int waypointId) { +	return true; +} + +void AIScriptDispatcher::FledCombat() { +	// return false; +} + +} // End of namespace BladeRunner diff --git a/engines/bladerunner/script/ai_script.cpp b/engines/bladerunner/script/ai_script.cpp index 5f8102bd78..fabe5a5e49 100644 --- a/engines/bladerunner/script/ai_script.cpp +++ b/engines/bladerunner/script/ai_script.cpp @@ -64,6 +64,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {  	_AIScripts[kActorSergeantWalls] = new AIScriptSergeantWalls(_vm);     // 34  	_AIScripts[kActorMoraji] = new AIScriptMoraji(_vm);                   // 35  	_AIScripts[kActorTheBard] = new AIScriptTheBard(_vm);                 // 36 +	_AIScripts[kActorDispatcher] = new AIScriptDispatcher(_vm);           // 38  	_AIScripts[kActorHysteriaPatron1] = new AIScriptHysteriaPatron1(_vm); // 47  	_AIScripts[kActorHysteriaPatron2] = new AIScriptHysteriaPatron2(_vm); // 48  	_AIScripts[kActorHysteriaPatron3] = new AIScriptHysteriaPatron3(_vm); // 49 diff --git a/engines/bladerunner/script/ai_script.h b/engines/bladerunner/script/ai_script.h index 2d7a62f6b3..da66eae673 100644 --- a/engines/bladerunner/script/ai_script.h +++ b/engines/bladerunner/script/ai_script.h @@ -254,6 +254,9 @@ END_SCRIPT  DECLARE_SCRIPT(TheBard)  END_SCRIPT +DECLARE_SCRIPT(Dispatcher) +END_SCRIPT +  DECLARE_SCRIPT(HysteriaPatron1)  END_SCRIPT | 
