File: taffy.cpp

package info (click to toggle)
scummvm 2.9.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: trixie
  • size: 450,268 kB
  • sloc: cpp: 4,297,604; asm: 28,322; python: 12,901; sh: 11,219; java: 8,477; xml: 7,843; perl: 2,633; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (122 lines) | stat: -rw-r--r-- 3,098 bytes parent folder | download | duplicates (3)
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
/* 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 {

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

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

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

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

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

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

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

void AIScriptTaffy::EnteredSet(int setId) {
	// return false;
}

void AIScriptTaffy::OtherAgentEnteredThisSet(int otherActorId) {
	// return false;
}

void AIScriptTaffy::OtherAgentExitedThisSet(int otherActorId) {
	// return false;
}

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

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

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

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

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

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

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

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

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

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

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

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

} // End of namespace BladeRunner