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724899fc19
Also move screenToGround() during the process.
147 lines
3.2 KiB
C++
147 lines
3.2 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This code is based on original Sfinx source code
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* Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon
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*/
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#include "cge2/hero.h"
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namespace CGE2 {
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Hero::Hero(CGE2Engine *vm) : Sprite(vm) {
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warning("STUB: Hero::Hero()");
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}
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Sprite *Hero::expand(void) {
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warning("STUB: Hero::expand()");
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return this;
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}
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void Hero::setCurrent(void) {
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warning("STUB: Hero::setCurrent()");
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}
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void Hero::hStep(void) {
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warning("STUB: Hero::hStep()");
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}
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Sprite *Hero::setContact(void) {
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warning("STUB: Hero::setContact()");
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return this;
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}
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void Hero::tick(void) {
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warning("STUB: Hero::tick()");
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}
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int Hero::distance(V3D pos) {
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warning("STUB: Hero::distance()");
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return 0;
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}
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int Hero::distance(Sprite *spr) {
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warning("STUB: Hero::distance()");
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return 0;
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}
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void Hero::turn(Dir d) {
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warning("STUB: Hero::turn()");
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}
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void Hero::park(void) {
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warning("STUB: Hero::park()");
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}
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bool Hero::lower(Sprite * spr) {
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warning("STUB: Hero::lower()");
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return false;
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}
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void Hero::reach(int mode) {
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warning("STUB: Hero::reach()");
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}
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void Hero::fun(void) {
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warning("STUB: Hero::fun()");
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}
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void Hero::operator ++ (void) {
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warning("STUB: Hero::operator ++()");
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}
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void Hero::operator -- (void) {
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warning("STUB: Hero::operator --()");
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}
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uint32 Hero::len(V2D v) {
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warning("STUB: Hero::works()");
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return 0;
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}
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bool Hero::findWay(void){
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warning("STUB: Hero::findWay()");
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return false;
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}
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int Hero::snap(int p, int q, int grid) {
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warning("STUB: Hero::findWay()");
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return 0;
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}
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void Hero::walkTo(V3D pos) {
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warning("STUB: Hero::walkTo()");
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}
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void Hero::walkTo(Sprite *spr) {
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warning("STUB: Hero::walkTo()");
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}
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V3D Hero::screenToGround(V2D pos) {
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double z = _vm->_eye->_z + (_vm->_eye->_y * _vm->_eye->_z) / (double(pos.y) - _vm->_eye->_y);
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double x = _vm->_eye->_x - ((double(pos.x) - _vm->_eye->_x) * (z - _vm->_eye->_z)) / _vm->_eye->_z;
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return V3D(V2D::round(x), 0, V2D::round(z));
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}
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int Hero::cross(const V2D &a, const V2D &b) {
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warning("STUB: Hero::cross()");
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return 0;
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}
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int Hero::mapCross(const V2D &a, const V2D &b) {
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warning("STUB: Hero::mapCross()");
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return 0;
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}
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int Hero::mapCross(const V3D &a, const V3D &b) {
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warning("STUB: Hero::mapCross()");
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return 0;
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}
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void Hero::setCave(int c) {
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warning("STUB: Hero::mapCross()");
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}
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} // End of namespace CGE2
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