scummvm/engines/bladerunner/script/ai/baker.cpp
2023-07-05 14:57:58 +03:00

126 lines
3.2 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 {
AIScriptBaker::AIScriptBaker(BladeRunnerEngine *vm) : AIScriptBase(vm) {
}
void AIScriptBaker::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
}
bool AIScriptBaker::Update() {
return false;
}
void AIScriptBaker::TimerExpired(int timer) {
//return false;
}
void AIScriptBaker::CompletedMovementTrack() {
//return false;
}
void AIScriptBaker::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptBaker::ClickedByPlayer() {
//return false;
}
void AIScriptBaker::EnteredSet(int setId) {
// return false;
}
void AIScriptBaker::OtherAgentEnteredThisSet(int otherActorId) {
// return false;
}
void AIScriptBaker::OtherAgentExitedThisSet(int otherActorId) {
// return false;
}
void AIScriptBaker::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptBaker::ShotAtAndMissed() {
// return false;
}
bool AIScriptBaker::ShotAtAndHit() {
return false;
}
void AIScriptBaker::Retired(int byActorId) {
// return false;
}
int AIScriptBaker::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptBaker::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return false;
}
bool AIScriptBaker::UpdateAnimation(int *animation, int *frame) {
*animation = kModelAnimationBakerTpose;
*frame = 0;
return true;
}
bool AIScriptBaker::ChangeAnimationMode(int mode) {
debugC(6, kDebugAnimation, "AIScriptBaker::ChangeAnimationMode(%d) - Animation mode change is not supported", mode);
return true;
}
void AIScriptBaker::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptBaker::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptBaker::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptBaker::FledCombat() {
// return false;
}
} // End of namespace BladeRunner