diff options
Diffstat (limited to 'engines/bladerunner/script/ai')
-rw-r--r-- | engines/bladerunner/script/ai/lockup_guard.cpp | 123 |
1 files changed, 123 insertions, 0 deletions
diff --git a/engines/bladerunner/script/ai/lockup_guard.cpp b/engines/bladerunner/script/ai/lockup_guard.cpp new file mode 100644 index 0000000000..bdfa47256c --- /dev/null +++ b/engines/bladerunner/script/ai/lockup_guard.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 { + +AIScriptLockupGuard::AIScriptLockupGuard(BladeRunnerEngine *vm) : AIScriptBase(vm) { +} + +void AIScriptLockupGuard::Initialize() { + _animationFrame = 0; + _animationState = 0; + _animationStateNext = 0; + _animationNext = 0; +} + +bool AIScriptLockupGuard::Update() { + return false; +} + +void AIScriptLockupGuard::TimerExpired(int timer) { + //return false; +} + +void AIScriptLockupGuard::CompletedMovementTrack() { + //return false; +} + +void AIScriptLockupGuard::ReceivedClue(int clueId, int fromActorId) { + //return false; +} + +void AIScriptLockupGuard::ClickedByPlayer() { + //return false; +} + +void AIScriptLockupGuard::EnteredScene(int sceneId) { + // return false; +} + +void AIScriptLockupGuard::OtherAgentEnteredThisScene(int otherActorId) { + // return false; +} + +void AIScriptLockupGuard::OtherAgentExitedThisScene(int otherActorId) { + // return false; +} + +void AIScriptLockupGuard::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { + // return false; +} + +void AIScriptLockupGuard::ShotAtAndMissed() { + // return false; +} + +bool AIScriptLockupGuard::ShotAtAndHit() { + return false; +} + +void AIScriptLockupGuard::Retired(int byActorId) { + // return false; +} + +int AIScriptLockupGuard::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { + return 0; +} + +bool AIScriptLockupGuard::GoalChanged(int currentGoalNumber, int newGoalNumber) { + return false; +} + +bool AIScriptLockupGuard::UpdateAnimation(int *animation, int *frame) { + return true; +} + +bool AIScriptLockupGuard::ChangeAnimationMode(int mode) { + return true; +} + +void AIScriptLockupGuard::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { + *animationState = _animationState; + *animationFrame = _animationFrame; + *animationStateNext = _animationStateNext; + *animationNext = _animationNext; +} + +void AIScriptLockupGuard::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { + _animationState = animationState; + _animationFrame = animationFrame; + _animationStateNext = animationStateNext; + _animationNext = animationNext; +} + +bool AIScriptLockupGuard::ReachedMovementTrackWaypoint(int waypointId) { + return true; +} + +void AIScriptLockupGuard::FledCombat() { + // return false; +} + +} // End of namespace BladeRunner |