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