BLADERUNNER: Added HysteriaPatron3 actor

This commit is contained in:
Eugene Sandulenko 2018-03-08 22:20:03 +01:00
parent c1ae4ecb9d
commit adf0dfe37c
4 changed files with 128 additions and 0 deletions

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@ -57,6 +57,7 @@ MODULE_OBJS = \
script/ai/howie_lee.o \
script/ai/hysteria_patron1.o \
script/ai/hysteria_patron2.o \
script/ai/hysteria_patron3.o \
script/ai/klein.o \
script/ai/leon.o \
script/ai/maggie.o \

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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 {
AIScriptHysteriaPatron3::AIScriptHysteriaPatron3(BladeRunnerEngine *vm) : AIScriptBase(vm) {
}
void AIScriptHysteriaPatron3::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
}
bool AIScriptHysteriaPatron3::Update() {
return false;
}
void AIScriptHysteriaPatron3::TimerExpired(int timer) {
//return false;
}
void AIScriptHysteriaPatron3::CompletedMovementTrack() {
//return false;
}
void AIScriptHysteriaPatron3::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptHysteriaPatron3::ClickedByPlayer() {
//return false;
}
void AIScriptHysteriaPatron3::EnteredScene(int sceneId) {
// return false;
}
void AIScriptHysteriaPatron3::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}
void AIScriptHysteriaPatron3::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}
void AIScriptHysteriaPatron3::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptHysteriaPatron3::ShotAtAndMissed() {
// return false;
}
bool AIScriptHysteriaPatron3::ShotAtAndHit() {
return false;
}
void AIScriptHysteriaPatron3::Retired(int byActorId) {
// return false;
}
int AIScriptHysteriaPatron3::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptHysteriaPatron3::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return false;
}
bool AIScriptHysteriaPatron3::UpdateAnimation(int *animation, int *frame) {
return true;
}
bool AIScriptHysteriaPatron3::ChangeAnimationMode(int mode) {
return true;
}
void AIScriptHysteriaPatron3::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptHysteriaPatron3::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptHysteriaPatron3::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptHysteriaPatron3::FledCombat() {
// return false;
}
} // End of namespace BladeRunner

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@ -48,6 +48,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
_AIScripts[kActorSergeantWalls] = new AIScriptSergeantWalls(_vm);
_AIScripts[kActorHysteriaPatron1] = new AIScriptHysteriaPatron1(_vm);
_AIScripts[kActorHysteriaPatron2] = new AIScriptHysteriaPatron2(_vm);
_AIScripts[kActorHysteriaPatron3] = new AIScriptHysteriaPatron3(_vm);
_AIScripts[kActorGaff] = new AIScriptGaff(_vm);
_AIScripts[kActorNewscaster] = new AIScriptNewscaster(_vm);
_AIScripts[kActorLeon] = new AIScriptLeon(_vm);

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@ -162,6 +162,9 @@ END_SCRIPT
DECLARE_SCRIPT(HysteriaPatron2)
END_SCRIPT
DECLARE_SCRIPT(HysteriaPatron3)
END_SCRIPT
DECLARE_SCRIPT(Gaff)
END_SCRIPT