/* 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. * */ /* * This code is based on original Sfinx source code * Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon */ #include "cge2/hero.h" namespace CGE2 { Hero::Hero(CGE2Engine *vm) : Sprite(vm) { warning("STUB: Hero::Hero()"); } Sprite *Hero::expand(void) { warning("STUB: Hero::expand()"); return this; } void Hero::setCurrent(void) { warning("STUB: Hero::setCurrent()"); } void Hero::hStep(void) { warning("STUB: Hero::hStep()"); } Sprite *Hero::setContact(void) { warning("STUB: Hero::setContact()"); return this; } void Hero::tick(void) { warning("STUB: Hero::tick()"); } int Hero::distance(V3D pos) { warning("STUB: Hero::distance()"); return 0; } int Hero::distance(Sprite *spr) { warning("STUB: Hero::distance()"); return 0; } void Hero::turn(Dir d) { warning("STUB: Hero::turn()"); } void Hero::park(void) { warning("STUB: Hero::park()"); } bool Hero::lower(Sprite * spr) { warning("STUB: Hero::lower()"); return false; } void Hero::reach(int mode) { warning("STUB: Hero::reach()"); } void Hero::fun(void) { warning("STUB: Hero::fun()"); } void Hero::operator ++ (void) { warning("STUB: Hero::operator ++()"); } void Hero::operator -- (void) { warning("STUB: Hero::operator --()"); } uint32 Hero::len(V2D v) { warning("STUB: Hero::works()"); return 0; } bool Hero::findWay(void){ warning("STUB: Hero::findWay()"); return false; } int Hero::snap(int p, int q, int grid) { warning("STUB: Hero::findWay()"); return 0; } void Hero::walkTo(V3D pos) { warning("STUB: Hero::walkTo()"); } void Hero::walkTo(Sprite *spr) { warning("STUB: Hero::walkTo()"); } V3D Hero::screenToGround(V2D pos) { double z = _vm->_eye->_z + (_vm->_eye->_y * _vm->_eye->_z) / (double(pos.y) - _vm->_eye->_y); double x = _vm->_eye->_x - ((double(pos.x) - _vm->_eye->_x) * (z - _vm->_eye->_z)) / _vm->_eye->_z; return V3D(V2D::round(x), 0, V2D::round(z)); } int Hero::cross(const V2D &a, const V2D &b) { warning("STUB: Hero::cross()"); return 0; } int Hero::mapCross(const V2D &a, const V2D &b) { warning("STUB: Hero::mapCross()"); return 0; } int Hero::mapCross(const V3D &a, const V3D &b) { warning("STUB: Hero::mapCross()"); return 0; } void Hero::setCave(int c) { warning("STUB: Hero::mapCross()"); } } // End of namespace CGE2