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