Skip to content

Commit

Permalink
BLADERUNNER: Added Baker actor
Browse files Browse the repository at this point in the history
  • Loading branch information
sev- committed Mar 9, 2018
1 parent b030123 commit 5804084
Show file tree
Hide file tree
Showing 4 changed files with 131 additions and 0 deletions.
1 change: 1 addition & 0 deletions engines/bladerunner/module.mk
Expand Up @@ -50,6 +50,7 @@ MODULE_OBJS = \
script/vk_script.o \
script/esper_script.o \
script/ai_script.o \
script/ai/baker.o \
script/ai/bryant.o \
script/ai/gaff.o \
script/ai/generic_walker_a.o \
Expand Down
126 changes: 126 additions & 0 deletions engines/bladerunner/script/ai/baker.cpp
@@ -0,0 +1,126 @@
/* 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 {

AIScriptBaker::AIScriptBaker(BladeRunnerEngine *vm) : AIScriptBase(vm) {
}

void AIScriptBaker::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
}

bool AIScriptBaker::Update() {
return false;
}

void AIScriptBaker::TimerExpired(int timer) {
//return false;
}

void AIScriptBaker::CompletedMovementTrack() {
//return false;
}

void AIScriptBaker::ReceivedClue(int clueId, int fromActorId) {
//return false;
}

void AIScriptBaker::ClickedByPlayer() {
//return false;
}

void AIScriptBaker::EnteredScene(int sceneId) {
// return false;
}

void AIScriptBaker::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}

void AIScriptBaker::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}

void AIScriptBaker::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}

void AIScriptBaker::ShotAtAndMissed() {
// return false;
}

bool AIScriptBaker::ShotAtAndHit() {
return false;
}

void AIScriptBaker::Retired(int byActorId) {
// return false;
}

int AIScriptBaker::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}

bool AIScriptBaker::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return false;
}

bool AIScriptBaker::UpdateAnimation(int *animation, int *frame) {
*animation = 451;
*frame = 0;

return true;
}

bool AIScriptBaker::ChangeAnimationMode(int mode) {
return true;
}

void AIScriptBaker::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}

void AIScriptBaker::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}

bool AIScriptBaker::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}

void AIScriptBaker::FledCombat() {
// return false;
}

} // End of namespace BladeRunner
1 change: 1 addition & 0 deletions engines/bladerunner/script/ai_script.cpp
Expand Up @@ -51,6 +51,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
_AIScripts[kActorMarcus] = new AIScriptMarcus(_vm); // 21
_AIScripts[kActorMia] = new AIScriptMia(_vm); // 22
_AIScripts[kActorOfficerLeary] = new AIScriptOfficerLeary(_vm); // 23
_AIScripts[kActorBaker] = new AIScriptBaker(_vm); // 26
_AIScripts[kActorHowieLee] = new AIScriptHowieLee(_vm); // 28
_AIScripts[kActorKlein] = new AIScriptKlein(_vm); // 30
_AIScripts[kActorSergeantWalls] = new AIScriptSergeantWalls(_vm); // 34
Expand Down
3 changes: 3 additions & 0 deletions engines/bladerunner/script/ai_script.h
Expand Up @@ -193,6 +193,9 @@ DECLARE_SCRIPT(OfficerLeary)
bool sub_431420();
END_SCRIPT

DECLARE_SCRIPT(Baker)
END_SCRIPT

DECLARE_SCRIPT(HowieLee)
bool var_45DFB8;
END_SCRIPT
Expand Down

0 comments on commit 5804084

Please sign in to comment.