BLADERUNNER: Added Marcus actor

This commit is contained in:
Eugene Sandulenko 2018-03-09 19:45:17 +01:00
parent 92eed15cb7
commit a9b10e50cc
4 changed files with 131 additions and 0 deletions

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@ -66,6 +66,7 @@ MODULE_OBJS = \
script/ai/leon.o \
script/ai/maggie.o \
script/ai/male_announcer.o \
script/ai/marcus.o \
script/ai/mccoy.o \
script/ai/newscaster.o \
script/ai/officer_leary.o \

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@ -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 {
AIScriptMarcus::AIScriptMarcus(BladeRunnerEngine *vm) : AIScriptBase(vm) {
}
void AIScriptMarcus::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
}
bool AIScriptMarcus::Update() {
return false;
}
void AIScriptMarcus::TimerExpired(int timer) {
//return false;
}
void AIScriptMarcus::CompletedMovementTrack() {
//return false;
}
void AIScriptMarcus::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptMarcus::ClickedByPlayer() {
//return false;
}
void AIScriptMarcus::EnteredScene(int sceneId) {
// return false;
}
void AIScriptMarcus::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}
void AIScriptMarcus::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}
void AIScriptMarcus::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptMarcus::ShotAtAndMissed() {
// return false;
}
bool AIScriptMarcus::ShotAtAndHit() {
return false;
}
void AIScriptMarcus::Retired(int byActorId) {
// return false;
}
int AIScriptMarcus::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptMarcus::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return false;
}
bool AIScriptMarcus::UpdateAnimation(int *animation, int *frame) {
*animation = 981;
*frame = 0;
return true;
}
bool AIScriptMarcus::ChangeAnimationMode(int mode) {
return true;
}
void AIScriptMarcus::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptMarcus::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptMarcus::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptMarcus::FledCombat() {
// return false;
}
} // End of namespace BladeRunner

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@ -47,6 +47,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
_AIScripts[kActorInsectDealer] = new AIScriptInsectDealer(_vm); // 16
_AIScripts[kActorTyrellGuard] = new AIScriptTyrellGuard(_vm); // 17
_AIScripts[kActorZuben] = new AIScriptZuben(_vm); // 19
_AIScripts[kActorMarcus] = new AIScriptMarcus(_vm); // 21
_AIScripts[kActorOfficerLeary] = new AIScriptOfficerLeary(_vm); // 23
_AIScripts[kActorHowieLee] = new AIScriptHowieLee(_vm); // 28
_AIScripts[kActorKlein] = new AIScriptKlein(_vm); // 30

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@ -162,6 +162,9 @@ DECLARE_SCRIPT(Zuben)
void dialogue();
END_SCRIPT
DECLARE_SCRIPT(Marcus)
END_SCRIPT
DECLARE_SCRIPT(OfficerLeary)
int var_45D5B8;
int var_45D5BC;