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BLADERUNNER: Added LockupGuard actor
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sev- committed Mar 12, 2018
1 parent f16e054 commit ca51236
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Showing 4 changed files with 128 additions and 0 deletions.
1 change: 1 addition & 0 deletions engines/bladerunner/module.mk
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Expand Up @@ -76,6 +76,7 @@ MODULE_OBJS = \
script/ai/klein.o \
script/ai/lance.o \
script/ai/leon.o \
script/ai/lockup_guard.o \
script/ai/maggie.o \
script/ai/male_announcer.o \
script/ai/marcus.o \
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123 changes: 123 additions & 0 deletions engines/bladerunner/script/ai/lockup_guard.cpp
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@@ -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 {

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

bool AIScriptLockupGuard::UpdateAnimation(int *animation, int *frame) {
return true;
}

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

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

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

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

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

} // End of namespace BladeRunner
1 change: 1 addition & 0 deletions engines/bladerunner/script/ai_script.cpp
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Expand Up @@ -71,6 +71,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
_AIScripts[kActorEarlyQBartender] = new AIScriptEarlyQBartender(_vm); // 42
_AIScripts[kActorHawkersParrot] = new AIScriptHawkersParrot(_vm); // 43
_AIScripts[kActorTaffyPatron] = new AIScriptTaffyPatron(_vm); // 44
_AIScripts[kActorLockupGuard] = new AIScriptLockupGuard(_vm); // 45
_AIScripts[kActorHysteriaPatron1] = new AIScriptHysteriaPatron1(_vm); // 47
_AIScripts[kActorHysteriaPatron2] = new AIScriptHysteriaPatron2(_vm); // 48
_AIScripts[kActorHysteriaPatron3] = new AIScriptHysteriaPatron3(_vm); // 49
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3 changes: 3 additions & 0 deletions engines/bladerunner/script/ai_script.h
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Expand Up @@ -278,6 +278,9 @@ END_SCRIPT
DECLARE_SCRIPT(TaffyPatron)
END_SCRIPT

DECLARE_SCRIPT(LockupGuard)
END_SCRIPT

DECLARE_SCRIPT(HysteriaPatron1)
END_SCRIPT

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