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