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
124
125
126
|
/* 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 {
AIScriptMarcus::AIScriptMarcus(BladeRunnerEngine *vm) : AIScriptBase(vm) {
}
void AIScriptMarcus::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
}
bool AIScriptMarcus::Update() {
return false;
}
void AIScriptMarcus::TimerExpired(int timer) {
//return false;
}
void AIScriptMarcus::CompletedMovementTrack() {
//return false;
}
void AIScriptMarcus::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptMarcus::ClickedByPlayer() {
//return false;
}
void AIScriptMarcus::EnteredScene(int sceneId) {
// return false;
}
void AIScriptMarcus::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}
void AIScriptMarcus::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}
void AIScriptMarcus::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptMarcus::ShotAtAndMissed() {
// return false;
}
bool AIScriptMarcus::ShotAtAndHit() {
return false;
}
void AIScriptMarcus::Retired(int byActorId) {
// return false;
}
int AIScriptMarcus::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptMarcus::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return false;
}
bool AIScriptMarcus::UpdateAnimation(int *animation, int *frame) {
*animation = 981;
*frame = 0;
return true;
}
bool AIScriptMarcus::ChangeAnimationMode(int mode) {
return true;
}
void AIScriptMarcus::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptMarcus::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptMarcus::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptMarcus::FledCombat() {
// return false;
}
} // End of namespace BladeRunner
|