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 
AIScriptLockupGuard(BladeRunnerEngine * vm)27 AIScriptLockupGuard::AIScriptLockupGuard(BladeRunnerEngine *vm) : AIScriptBase(vm) {
28 }
29 
Initialize()30 void AIScriptLockupGuard::Initialize() {
31 	_animationFrame = 0;
32 	_animationState = 0;
33 	_animationStateNext = 0;
34 	_animationNext = 0;
35 }
36 
Update()37 bool AIScriptLockupGuard::Update() {
38 	return false;
39 }
40 
TimerExpired(int timer)41 void AIScriptLockupGuard::TimerExpired(int timer) {
42 	//return false;
43 }
44 
CompletedMovementTrack()45 void AIScriptLockupGuard::CompletedMovementTrack() {
46 	//return false;
47 }
48 
ReceivedClue(int clueId,int fromActorId)49 void AIScriptLockupGuard::ReceivedClue(int clueId, int fromActorId) {
50 	//return false;
51 }
52 
ClickedByPlayer()53 void AIScriptLockupGuard::ClickedByPlayer() {
54 	//return false;
55 }
56 
EnteredScene(int sceneId)57 void AIScriptLockupGuard::EnteredScene(int sceneId) {
58 	// return false;
59 }
60 
OtherAgentEnteredThisScene(int otherActorId)61 void AIScriptLockupGuard::OtherAgentEnteredThisScene(int otherActorId) {
62 	// return false;
63 }
64 
OtherAgentExitedThisScene(int otherActorId)65 void AIScriptLockupGuard::OtherAgentExitedThisScene(int otherActorId) {
66 	// return false;
67 }
68 
OtherAgentEnteredCombatMode(int otherActorId,int combatMode)69 void AIScriptLockupGuard::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
70 	// return false;
71 }
72 
ShotAtAndMissed()73 void AIScriptLockupGuard::ShotAtAndMissed() {
74 	// return false;
75 }
76 
ShotAtAndHit()77 bool AIScriptLockupGuard::ShotAtAndHit() {
78 	return false;
79 }
80 
Retired(int byActorId)81 void AIScriptLockupGuard::Retired(int byActorId) {
82 	// return false;
83 }
84 
GetFriendlinessModifierIfGetsClue(int otherActorId,int clueId)85 int AIScriptLockupGuard::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
86 	return 0;
87 }
88 
GoalChanged(int currentGoalNumber,int newGoalNumber)89 bool AIScriptLockupGuard::GoalChanged(int currentGoalNumber, int newGoalNumber) {
90 	return false;
91 }
92 
UpdateAnimation(int * animation,int * frame)93 bool AIScriptLockupGuard::UpdateAnimation(int *animation, int *frame) {
94 	return true;
95 }
96 
ChangeAnimationMode(int mode)97 bool AIScriptLockupGuard::ChangeAnimationMode(int mode) {
98 	return true;
99 }
100 
QueryAnimationState(int * animationState,int * animationFrame,int * animationStateNext,int * animationNext)101 void AIScriptLockupGuard::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
102 	*animationState     = _animationState;
103 	*animationFrame     = _animationFrame;
104 	*animationStateNext = _animationStateNext;
105 	*animationNext      = _animationNext;
106 }
107 
SetAnimationState(int animationState,int animationFrame,int animationStateNext,int animationNext)108 void AIScriptLockupGuard::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
109 	_animationState     = animationState;
110 	_animationFrame     = animationFrame;
111 	_animationStateNext = animationStateNext;
112 	_animationNext      = animationNext;
113 }
114 
ReachedMovementTrackWaypoint(int waypointId)115 bool AIScriptLockupGuard::ReachedMovementTrackWaypoint(int waypointId) {
116 	return true;
117 }
118 
FledCombat()119 void AIScriptLockupGuard::FledCombat() {
120 	// return false;
121 }
122 
123 } // End of namespace BladeRunner
124