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author | Eugene Sandulenko | 2018-03-11 22:09:07 +0100 |
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committer | Eugene Sandulenko | 2018-03-11 22:21:30 +0100 |
commit | d3cde2c16e3a95ff3082cb12f9c3dcf8053e37f3 (patch) | |
tree | fba3bde31afc354eb2fe77607d955e66ff1220f4 /engines/bladerunner | |
parent | b530bd38dff3c789be21f294cf8561ef52fd4e90 (diff) | |
download | scummvm-rg350-d3cde2c16e3a95ff3082cb12f9c3dcf8053e37f3.tar.gz scummvm-rg350-d3cde2c16e3a95ff3082cb12f9c3dcf8053e37f3.tar.bz2 scummvm-rg350-d3cde2c16e3a95ff3082cb12f9c3dcf8053e37f3.zip |
BLADERUNNER: Added Dispatcher actor
Diffstat (limited to 'engines/bladerunner')
-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 |