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/* 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.
*
*/
#include "bladerunner/obstacles.h"
#include "bladerunner/bladerunner.h"
namespace BladeRunner {
Obstacles::Obstacles(BladeRunnerEngine *vm) {
_vm = vm;
_vertices = new Vector2[150];
clear();
}
Obstacles::~Obstacles() {
delete[] _vertices;
}
void Obstacles::clear() {
for (int i = 0; i < kPolygonCount; i++) {
_polygons[i].isPresent = false;
_polygons[i].verticeCount = 0;
for (int j = 0; j < kVertexCount; j++) {
_polygons[i].vertices[j].x = 0.0f;
_polygons[i].vertices[j].y = 0.0f;
}
}
_verticeCount = 0;
_backup = false;
_count = 0;
}
void Obstacles::add(float x0, float z0, float x1, float z1) {
}
bool Obstacles::find(const Vector3 &from, const Vector3 &to, Vector3 *next) const {
//TODO
*next = to;
return true;
}
void Obstacles::backup() {
}
void Obstacles::restore() {}
} // End of namespace BladeRunner
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