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-rw-r--r--engines/bladerunner/script/ai/blimp_guy.cpp123
1 files changed, 123 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ai/blimp_guy.cpp b/engines/bladerunner/script/ai/blimp_guy.cpp
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+++ b/engines/bladerunner/script/ai/blimp_guy.cpp
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+/* 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 {
+
+AIScriptBlimpGuy::AIScriptBlimpGuy(BladeRunnerEngine *vm) : AIScriptBase(vm) {
+}
+
+void AIScriptBlimpGuy::Initialize() {
+ _animationFrame = 0;
+ _animationState = 0;
+ _animationStateNext = 0;
+ _animationNext = 0;
+}
+
+bool AIScriptBlimpGuy::Update() {
+ return false;
+}
+
+void AIScriptBlimpGuy::TimerExpired(int timer) {
+ //return false;
+}
+
+void AIScriptBlimpGuy::CompletedMovementTrack() {
+ //return false;
+}
+
+void AIScriptBlimpGuy::ReceivedClue(int clueId, int fromActorId) {
+ //return false;
+}
+
+void AIScriptBlimpGuy::ClickedByPlayer() {
+ //return false;
+}
+
+void AIScriptBlimpGuy::EnteredScene(int sceneId) {
+ // return false;
+}
+
+void AIScriptBlimpGuy::OtherAgentEnteredThisScene(int otherActorId) {
+ // return false;
+}
+
+void AIScriptBlimpGuy::OtherAgentExitedThisScene(int otherActorId) {
+ // return false;
+}
+
+void AIScriptBlimpGuy::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
+ // return false;
+}
+
+void AIScriptBlimpGuy::ShotAtAndMissed() {
+ // return false;
+}
+
+bool AIScriptBlimpGuy::ShotAtAndHit() {
+ return false;
+}
+
+void AIScriptBlimpGuy::Retired(int byActorId) {
+ // return false;
+}
+
+int AIScriptBlimpGuy::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
+ return 0;
+}
+
+bool AIScriptBlimpGuy::GoalChanged(int currentGoalNumber, int newGoalNumber) {
+ return false;
+}
+
+bool AIScriptBlimpGuy::UpdateAnimation(int *animation, int *frame) {
+ return true;
+}
+
+bool AIScriptBlimpGuy::ChangeAnimationMode(int mode) {
+ return true;
+}
+
+void AIScriptBlimpGuy::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
+ *animationState = _animationState;
+ *animationFrame = _animationFrame;
+ *animationStateNext = _animationStateNext;
+ *animationNext = _animationNext;
+}
+
+void AIScriptBlimpGuy::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
+ _animationState = animationState;
+ _animationFrame = animationFrame;
+ _animationStateNext = animationStateNext;
+ _animationNext = animationNext;
+}
+
+bool AIScriptBlimpGuy::ReachedMovementTrackWaypoint(int waypointId) {
+ return true;
+}
+
+void AIScriptBlimpGuy::FledCombat() {
+ // return false;
+}
+
+} // End of namespace BladeRunner