aboutsummaryrefslogtreecommitdiff
path: root/engines/bladerunner/script/ai/male_announcer.cpp
blob: 5c904cdc4e51783a54c3676f22253b90fbe7dadf (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
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 {

AIScriptMaleAnnouncer::AIScriptMaleAnnouncer(BladeRunnerEngine *vm) : AIScriptBase(vm) {
}

void AIScriptMaleAnnouncer::Initialize() {
	_animationFrame = 0;
	_animationState = 0;
	_animationStateNext = 0;
	_animationNext = 0;
}

bool AIScriptMaleAnnouncer::Update() {
	return false;
}

void AIScriptMaleAnnouncer::TimerExpired(int timer) {
	//return false;
}

void AIScriptMaleAnnouncer::CompletedMovementTrack() {
	//return false;
}

void AIScriptMaleAnnouncer::ReceivedClue(int clueId, int fromActorId) {
	//return false;
}

void AIScriptMaleAnnouncer::ClickedByPlayer() {
	//return false;
}

void AIScriptMaleAnnouncer::EnteredScene(int sceneId) {
	// return false;
}

void AIScriptMaleAnnouncer::OtherAgentEnteredThisScene(int otherActorId) {
	// return false;
}

void AIScriptMaleAnnouncer::OtherAgentExitedThisScene(int otherActorId) {
	// return false;
}

void AIScriptMaleAnnouncer::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
	// return false;
}

void AIScriptMaleAnnouncer::ShotAtAndMissed() {
	// return false;
}

bool AIScriptMaleAnnouncer::ShotAtAndHit() {
	return false;
}

void AIScriptMaleAnnouncer::Retired(int byActorId) {
	// return false;
}

int AIScriptMaleAnnouncer::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
	return 0;
}

bool AIScriptMaleAnnouncer::GoalChanged(int currentGoalNumber, int newGoalNumber) {
	return false;
}

bool AIScriptMaleAnnouncer::UpdateAnimation(int *animation, int *frame) {
	return true;
}

bool AIScriptMaleAnnouncer::ChangeAnimationMode(int mode) {
	return true;
}

void AIScriptMaleAnnouncer::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
	*animationState     = _animationState;
	*animationFrame     = _animationFrame;
	*animationStateNext = _animationStateNext;
	*animationNext      = _animationNext;
}

void AIScriptMaleAnnouncer::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
	_animationState     = animationState;
	_animationFrame     = animationFrame;
	_animationStateNext = animationStateNext;
	_animationNext      = animationNext;
}

bool AIScriptMaleAnnouncer::ReachedMovementTrackWaypoint(int waypointId) {
	return true;
}

void AIScriptMaleAnnouncer::FledCombat() {
	// return false;
}

} // End of namespace BladeRunner