scummvm/engines/bladerunner/script/ai/answering_machine.cpp
2021-12-26 18:48:43 +01:00

122 lines
3.3 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "bladerunner/script/ai_script.h"
namespace BladeRunner {
AIScriptAnsweringMachine::AIScriptAnsweringMachine(BladeRunnerEngine *vm) : AIScriptBase(vm) {
}
void AIScriptAnsweringMachine::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
}
bool AIScriptAnsweringMachine::Update() {
return false;
}
void AIScriptAnsweringMachine::TimerExpired(int timer) {
//return false;
}
void AIScriptAnsweringMachine::CompletedMovementTrack() {
//return false;
}
void AIScriptAnsweringMachine::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptAnsweringMachine::ClickedByPlayer() {
//return false;
}
void AIScriptAnsweringMachine::EnteredSet(int setId) {
// return false;
}
void AIScriptAnsweringMachine::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptAnsweringMachine::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptAnsweringMachine::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptAnsweringMachine::ShotAtAndMissed() {
// return false;
}
bool AIScriptAnsweringMachine::ShotAtAndHit() {
return false;
}
void AIScriptAnsweringMachine::Retired(int byActorId) {
// return false;
}
int AIScriptAnsweringMachine::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptAnsweringMachine::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return false;
}
bool AIScriptAnsweringMachine::UpdateAnimation(int *animation, int *frame) {
return true;
}
bool AIScriptAnsweringMachine::ChangeAnimationMode(int mode) {
return true;
}
void AIScriptAnsweringMachine::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptAnsweringMachine::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptAnsweringMachine::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptAnsweringMachine::FledCombat() {
// return false;
}
} // End of namespace BladeRunner