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author | Eugene Sandulenko | 2018-03-13 00:03:08 +0100 |
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committer | Eugene Sandulenko | 2018-03-13 00:18:53 +0100 |
commit | fb9843646d4192bdc4deea1d4ec130195e7a9a1a (patch) | |
tree | c36366e26bbd066dd52ef721eded991d536e3711 /engines/bladerunner/script/ai/taffy.cpp | |
parent | c2e4240f188f578b94512b95eee4e97f944fd12c (diff) | |
download | scummvm-rg350-fb9843646d4192bdc4deea1d4ec130195e7a9a1a.tar.gz scummvm-rg350-fb9843646d4192bdc4deea1d4ec130195e7a9a1a.tar.bz2 scummvm-rg350-fb9843646d4192bdc4deea1d4ec130195e7a9a1a.zip |
BLADERUNNER: Added Taffy actor
Diffstat (limited to 'engines/bladerunner/script/ai/taffy.cpp')
-rw-r--r-- | engines/bladerunner/script/ai/taffy.cpp | 123 |
1 files changed, 123 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ai/taffy.cpp b/engines/bladerunner/script/ai/taffy.cpp new file mode 100644 index 0000000000..df68c2f9e8 --- /dev/null +++ b/engines/bladerunner/script/ai/taffy.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 { + +AIScriptTaffy::AIScriptTaffy(BladeRunnerEngine *vm) : AIScriptBase(vm) { +} + +void AIScriptTaffy::Initialize() { + _animationFrame = 0; + _animationState = 0; + _animationStateNext = 0; + _animationNext = 0; +} + +bool AIScriptTaffy::Update() { + return false; +} + +void AIScriptTaffy::TimerExpired(int timer) { + //return false; +} + +void AIScriptTaffy::CompletedMovementTrack() { + //return false; +} + +void AIScriptTaffy::ReceivedClue(int clueId, int fromActorId) { + //return false; +} + +void AIScriptTaffy::ClickedByPlayer() { + //return false; +} + +void AIScriptTaffy::EnteredScene(int sceneId) { + // return false; +} + +void AIScriptTaffy::OtherAgentEnteredThisScene(int otherActorId) { + // return false; +} + +void AIScriptTaffy::OtherAgentExitedThisScene(int otherActorId) { + // return false; +} + +void AIScriptTaffy::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { + // return false; +} + +void AIScriptTaffy::ShotAtAndMissed() { + // return false; +} + +bool AIScriptTaffy::ShotAtAndHit() { + return false; +} + +void AIScriptTaffy::Retired(int byActorId) { + // return false; +} + +int AIScriptTaffy::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { + return 0; +} + +bool AIScriptTaffy::GoalChanged(int currentGoalNumber, int newGoalNumber) { + return false; +} + +bool AIScriptTaffy::UpdateAnimation(int *animation, int *frame) { + return true; +} + +bool AIScriptTaffy::ChangeAnimationMode(int mode) { + return true; +} + +void AIScriptTaffy::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { + *animationState = _animationState; + *animationFrame = _animationFrame; + *animationStateNext = _animationStateNext; + *animationNext = _animationNext; +} + +void AIScriptTaffy::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { + _animationState = animationState; + _animationFrame = animationFrame; + _animationStateNext = animationStateNext; + _animationNext = animationNext; +} + +bool AIScriptTaffy::ReachedMovementTrackWaypoint(int waypointId) { + return true; +} + +void AIScriptTaffy::FledCombat() { + // return false; +} + +} // End of namespace BladeRunner |