aboutsummaryrefslogtreecommitdiff
path: root/engines/bladerunner/script/ai/the_bard.cpp
diff options
context:
space:
mode:
authorEugene Sandulenko2018-03-11 22:01:37 +0100
committerEugene Sandulenko2018-03-11 22:21:30 +0100
commitb530bd38dff3c789be21f294cf8561ef52fd4e90 (patch)
tree5f90dd883ce8be9fcd947ae1c402f0d73de05b8c /engines/bladerunner/script/ai/the_bard.cpp
parentedaeb0f105e7a12c19db01cf897a89d4fba985f5 (diff)
downloadscummvm-rg350-b530bd38dff3c789be21f294cf8561ef52fd4e90.tar.gz
scummvm-rg350-b530bd38dff3c789be21f294cf8561ef52fd4e90.tar.bz2
scummvm-rg350-b530bd38dff3c789be21f294cf8561ef52fd4e90.zip
BLADERUNNER: Added TheBard actor
Diffstat (limited to 'engines/bladerunner/script/ai/the_bard.cpp')
-rw-r--r--engines/bladerunner/script/ai/the_bard.cpp123
1 files changed, 123 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ai/the_bard.cpp b/engines/bladerunner/script/ai/the_bard.cpp
new file mode 100644
index 0000000000..abbd3b4d28
--- /dev/null
+++ b/engines/bladerunner/script/ai/the_bard.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 {
+
+AIScriptTheBard::AIScriptTheBard(BladeRunnerEngine *vm) : AIScriptBase(vm) {
+}
+
+void AIScriptTheBard::Initialize() {
+ _animationFrame = 0;
+ _animationState = 0;
+ _animationStateNext = 0;
+ _animationNext = 0;
+}
+
+bool AIScriptTheBard::Update() {
+ return false;
+}
+
+void AIScriptTheBard::TimerExpired(int timer) {
+ //return false;
+}
+
+void AIScriptTheBard::CompletedMovementTrack() {
+ //return false;
+}
+
+void AIScriptTheBard::ReceivedClue(int clueId, int fromActorId) {
+ //return false;
+}
+
+void AIScriptTheBard::ClickedByPlayer() {
+ //return false;
+}
+
+void AIScriptTheBard::EnteredScene(int sceneId) {
+ // return false;
+}
+
+void AIScriptTheBard::OtherAgentEnteredThisScene(int otherActorId) {
+ // return false;
+}
+
+void AIScriptTheBard::OtherAgentExitedThisScene(int otherActorId) {
+ // return false;
+}
+
+void AIScriptTheBard::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
+ // return false;
+}
+
+void AIScriptTheBard::ShotAtAndMissed() {
+ // return false;
+}
+
+bool AIScriptTheBard::ShotAtAndHit() {
+ return false;
+}
+
+void AIScriptTheBard::Retired(int byActorId) {
+ // return false;
+}
+
+int AIScriptTheBard::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
+ return 0;
+}
+
+bool AIScriptTheBard::GoalChanged(int currentGoalNumber, int newGoalNumber) {
+ return false;
+}
+
+bool AIScriptTheBard::UpdateAnimation(int *animation, int *frame) {
+ return true;
+}
+
+bool AIScriptTheBard::ChangeAnimationMode(int mode) {
+ return true;
+}
+
+void AIScriptTheBard::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
+ *animationState = _animationState;
+ *animationFrame = _animationFrame;
+ *animationStateNext = _animationStateNext;
+ *animationNext = _animationNext;
+}
+
+void AIScriptTheBard::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
+ _animationState = animationState;
+ _animationFrame = animationFrame;
+ _animationStateNext = animationStateNext;
+ _animationNext = animationNext;
+}
+
+bool AIScriptTheBard::ReachedMovementTrackWaypoint(int waypointId) {
+ return true;
+}
+
+void AIScriptTheBard::FledCombat() {
+ // return false;
+}
+
+} // End of namespace BladeRunner