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author | Eugene Sandulenko | 2018-03-11 22:11:26 +0100 |
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committer | Eugene Sandulenko | 2018-03-11 22:21:30 +0100 |
commit | c635f7c8d7baea6aa9475c8e7e60814face0743f (patch) | |
tree | 479eb4b3b407c79c031491b8d81d8c1085d866dd /engines/bladerunner/script/ai/answering_machine.cpp | |
parent | d3cde2c16e3a95ff3082cb12f9c3dcf8053e37f3 (diff) | |
download | scummvm-rg350-c635f7c8d7baea6aa9475c8e7e60814face0743f.tar.gz scummvm-rg350-c635f7c8d7baea6aa9475c8e7e60814face0743f.tar.bz2 scummvm-rg350-c635f7c8d7baea6aa9475c8e7e60814face0743f.zip |
BLADERUNNER: Added AnsweringMachine actor
Diffstat (limited to 'engines/bladerunner/script/ai/answering_machine.cpp')
-rw-r--r-- | engines/bladerunner/script/ai/answering_machine.cpp | 123 |
1 files changed, 123 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ai/answering_machine.cpp b/engines/bladerunner/script/ai/answering_machine.cpp new file mode 100644 index 0000000000..488de2ed11 --- /dev/null +++ b/engines/bladerunner/script/ai/answering_machine.cpp @@ -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 { + +AIScriptAnsweringMachine::AIScriptAnsweringMachine(BladeRunnerEngine *vm) : AIScriptBase(vm) { +} + +void AIScriptAnsweringMachine::Initialize() { + _animationFrame = 0; + _animationState = 0; + _animationStateNext = 0; + _animationNext = 0; +} + +bool AIScriptAnsweringMachine::Update() { + return false; +} + +void AIScriptAnsweringMachine::TimerExpired(int timer) { + //return false; +} + +void AIScriptAnsweringMachine::CompletedMovementTrack() { + //return false; +} + +void AIScriptAnsweringMachine::ReceivedClue(int clueId, int fromActorId) { + //return false; +} + +void AIScriptAnsweringMachine::ClickedByPlayer() { + //return false; +} + +void AIScriptAnsweringMachine::EnteredScene(int sceneId) { + // return false; +} + +void AIScriptAnsweringMachine::OtherAgentEnteredThisScene(int otherActorId) { + // return false; +} + +void AIScriptAnsweringMachine::OtherAgentExitedThisScene(int otherActorId) { + // return false; +} + +void AIScriptAnsweringMachine::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { + // return false; +} + +void AIScriptAnsweringMachine::ShotAtAndMissed() { + // return false; +} + +bool AIScriptAnsweringMachine::ShotAtAndHit() { + return false; +} + +void AIScriptAnsweringMachine::Retired(int byActorId) { + // return false; +} + +int AIScriptAnsweringMachine::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { + return 0; +} + +bool AIScriptAnsweringMachine::GoalChanged(int currentGoalNumber, int newGoalNumber) { + return false; +} + +bool AIScriptAnsweringMachine::UpdateAnimation(int *animation, int *frame) { + return true; +} + +bool AIScriptAnsweringMachine::ChangeAnimationMode(int mode) { + return true; +} + +void AIScriptAnsweringMachine::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { + *animationState = _animationState; + *animationFrame = _animationFrame; + *animationStateNext = _animationStateNext; + *animationNext = _animationNext; +} + +void AIScriptAnsweringMachine::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { + _animationState = animationState; + _animationFrame = animationFrame; + _animationStateNext = animationStateNext; + _animationNext = animationNext; +} + +bool AIScriptAnsweringMachine::ReachedMovementTrackWaypoint(int waypointId) { + return true; +} + +void AIScriptAnsweringMachine::FledCombat() { + // return false; +} + +} // End of namespace BladeRunner |