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