1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "bladerunner/script/ai_script.h"
24
25 namespace BladeRunner {
26
AIScriptMarcus(BladeRunnerEngine * vm)27 AIScriptMarcus::AIScriptMarcus(BladeRunnerEngine *vm) : AIScriptBase(vm) {
28 }
29
Initialize()30 void AIScriptMarcus::Initialize() {
31 _animationFrame = 0;
32 _animationState = 0;
33 _animationStateNext = 0;
34 _animationNext = 0;
35 }
36
Update()37 bool AIScriptMarcus::Update() {
38 return false;
39 }
40
TimerExpired(int timer)41 void AIScriptMarcus::TimerExpired(int timer) {
42 //return false;
43 }
44
CompletedMovementTrack()45 void AIScriptMarcus::CompletedMovementTrack() {
46 //return false;
47 }
48
ReceivedClue(int clueId,int fromActorId)49 void AIScriptMarcus::ReceivedClue(int clueId, int fromActorId) {
50 //return false;
51 }
52
ClickedByPlayer()53 void AIScriptMarcus::ClickedByPlayer() {
54 //return false;
55 }
56
EnteredScene(int sceneId)57 void AIScriptMarcus::EnteredScene(int sceneId) {
58 // return false;
59 }
60
OtherAgentEnteredThisScene(int otherActorId)61 void AIScriptMarcus::OtherAgentEnteredThisScene(int otherActorId) {
62 // return false;
63 }
64
OtherAgentExitedThisScene(int otherActorId)65 void AIScriptMarcus::OtherAgentExitedThisScene(int otherActorId) {
66 // return false;
67 }
68
OtherAgentEnteredCombatMode(int otherActorId,int combatMode)69 void AIScriptMarcus::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
70 // return false;
71 }
72
ShotAtAndMissed()73 void AIScriptMarcus::ShotAtAndMissed() {
74 // return false;
75 }
76
ShotAtAndHit()77 bool AIScriptMarcus::ShotAtAndHit() {
78 return false;
79 }
80
Retired(int byActorId)81 void AIScriptMarcus::Retired(int byActorId) {
82 // return false;
83 }
84
GetFriendlinessModifierIfGetsClue(int otherActorId,int clueId)85 int AIScriptMarcus::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
86 return 0;
87 }
88
GoalChanged(int currentGoalNumber,int newGoalNumber)89 bool AIScriptMarcus::GoalChanged(int currentGoalNumber, int newGoalNumber) {
90 return false;
91 }
92
UpdateAnimation(int * animation,int * frame)93 bool AIScriptMarcus::UpdateAnimation(int *animation, int *frame) {
94 *animation = kModelAnimationMarcusDead;
95 *frame = 0;
96
97 return true;
98 }
99
ChangeAnimationMode(int mode)100 bool AIScriptMarcus::ChangeAnimationMode(int mode) {
101 return true;
102 }
103
QueryAnimationState(int * animationState,int * animationFrame,int * animationStateNext,int * animationNext)104 void AIScriptMarcus::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
105 *animationState = _animationState;
106 *animationFrame = _animationFrame;
107 *animationStateNext = _animationStateNext;
108 *animationNext = _animationNext;
109 }
110
SetAnimationState(int animationState,int animationFrame,int animationStateNext,int animationNext)111 void AIScriptMarcus::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
112 _animationState = animationState;
113 _animationFrame = animationFrame;
114 _animationStateNext = animationStateNext;
115 _animationNext = animationNext;
116 }
117
ReachedMovementTrackWaypoint(int waypointId)118 bool AIScriptMarcus::ReachedMovementTrackWaypoint(int waypointId) {
119 return true;
120 }
121
FledCombat()122 void AIScriptMarcus::FledCombat() {
123 // return false;
124 }
125
126 } // End of namespace BladeRunner
127