/* 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 { AIScriptTemplate::AIScriptTemplate(BladeRunnerEngine *vm) : AIScriptBase(vm) { } void AIScriptTemplate::Initialize() { _animationFrame = 0; _animationState = 0; _animationStateNext = 0; _animationNext = 0; } bool AIScriptTemplate::Update() { return false; } void AIScriptTemplate::TimerExpired(int timer) { //return false; } void AIScriptTemplate::CompletedMovementTrack() { //return false; } void AIScriptTemplate::ReceivedClue(int clueId, int fromActorId) { //return false; } void AIScriptTemplate::ClickedByPlayer() { //return false; } void AIScriptTemplate::EnteredScene(int sceneId) { // return false; } void AIScriptTemplate::OtherAgentEnteredThisScene(int otherActorId) { // return false; } void AIScriptTemplate::OtherAgentExitedThisScene(int otherActorId) { // return false; } void AIScriptTemplate::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) { // return false; } void AIScriptTemplate::ShotAtAndMissed() { // return false; } bool AIScriptTemplate::ShotAtAndHit() { return false; } void AIScriptTemplate::Retired(int byActorId) { // return false; } int AIScriptTemplate::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) { return 0; } bool AIScriptTemplate::GoalChanged(int currentGoalNumber, int newGoalNumber) { return false; } bool AIScriptTemplate::UpdateAnimation(int *animation, int *frame) { *animation = 0; *frame = _animationFrame; return true; } bool AIScriptTemplate::ChangeAnimationMode(int mode) { return true; } void AIScriptTemplate::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) { *animationState = _animationState; *animationFrame = _animationFrame; *animationStateNext = _animationStateNext; *animationNext = _animationNext; } void AIScriptTemplate::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) { _animationState = animationState; _animationFrame = animationFrame; _animationStateNext = animationStateNext; _animationNext = animationNext; } bool AIScriptTemplate::ReachedMovementTrackWaypoint(int waypointId) { return true; } void AIScriptTemplate::FledCombat() { // return false; } } // End of namespace BladeRunner