179 lines
4.3 KiB
C++
179 lines
4.3 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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* 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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* 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 the original source code of Lord Avalot d'Argent version 1.3.
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* Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman.
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*/
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#include "avalanche/avalanche.h"
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#include "avalanche/shootemup.h"
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#include "common/random.h"
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namespace Avalanche {
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ShootEmUp::ShootEmUp(AvalancheEngine *vm) {
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_vm = vm;
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_time = 0;
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}
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void ShootEmUp::run() {
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titles();
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setup();
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initRunner(20, 70, 48, 54, _vm->_rnd->getRandomNumber(4) + 1, _vm->_rnd->getRandomNumber(3) - 2);
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initRunner(600, 70, 48, 54, _vm->_rnd->getRandomNumber(4) + 1, _vm->_rnd->getRandomNumber(3) - 2);
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initRunner(600, 100, 61, 67, -(_vm->_rnd->getRandomNumber(4)) + 1, _vm->_rnd->getRandomNumber(3) - 2);
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initRunner(20, 100, 61, 67, -(_vm->_rnd->getRandomNumber(4)) + 1, _vm->_rnd->getRandomNumber(3) - 2);
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do {
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blankIt();
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hitPeople();
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plotThem();
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moveThem();
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moveAvvy();
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bumpFolk();
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peopleRunning();
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animate();
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escapeCheck();
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collisionCheck();
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updateTime();
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check321();
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readKbd();
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} while (_time != 0);
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}
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bool ShootEmUp::overlap(uint16 a1x, uint16 a1y, uint16 a2x, uint16 a2y, uint16 b1x, uint16 b1y, uint16 b2x, uint16 b2y) {
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warning("STUB: ShootEmUp::overlap()");
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return false;
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}
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byte ShootEmUp::getStockNumber(byte x) {
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warning("STUB: ShootEmUp::getStockNumber()");
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return 0;
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}
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void ShootEmUp::blankIt() {
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warning("STUB: ShootEmUp::blankIt()");
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}
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void ShootEmUp::moveThem() {
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warning("STUB: ShootEmUp::moveThem()");
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}
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void ShootEmUp::plotThem() {
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warning("STUB: ShootEmUp::plotThem()");
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}
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void ShootEmUp::define(int16 xx, int16 yy, byte pp, int8 ixx, int8 iyy, int16 time, bool isAMissile, bool doWeWipe) {
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warning("STUB: ShootEmUp::define()");
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}
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void ShootEmUp::defineCameo(int16 xx, int16 yy, byte pp, int16 time) {
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warning("STUB: ShootEmUp::defineCameo()");
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}
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void ShootEmUp::showStock(byte x) {
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warning("STUB: ShootEmUp::showStock()");
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}
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void ShootEmUp::showScore() {
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warning("STUB: ShootEmUp::showScore()");
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}
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void ShootEmUp::showTime() {
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warning("STUB: ShootEmUp::showTime()");
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}
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void ShootEmUp::gain(int8 howMuch) {
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warning("STUB: ShootEmUp::gain()");
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}
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void ShootEmUp::newEscape() {
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warning("STUB: ShootEmUp::newEscape()");
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}
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void ShootEmUp::nextPage() {
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warning("STUB: ShootEmUp::nextPage()");
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}
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void ShootEmUp::instructions() {
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warning("STUB: ShootEmUp::instructions()");
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}
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void ShootEmUp::setup() {
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warning("STUB: ShootEmUp::setup()");
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}
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void ShootEmUp::initRunner(int16 xx, int16 yy, byte f1, byte f2, int8 ixx, int8 iyy) {
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warning("STUB: ShootEmUp::initRunner()");
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}
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void ShootEmUp::titles() {
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warning("STUB: ShootEmUp::titles()");
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}
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void ShootEmUp::moveAvvy() {
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warning("STUB: ShootEmUp::moveAvvy()");
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}
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void ShootEmUp::readKbd() {
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warning("STUB: ShootEmUp::readKbd()");
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}
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void ShootEmUp::animate() {
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warning("STUB: ShootEmUp::animate()");
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}
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void ShootEmUp::collisionCheck() {
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warning("STUB: ShootEmUp::collisionCheck()");
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}
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void ShootEmUp::turnAround(byte who, bool randomX) {
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warning("STUB: ShootEmUp::turnAround()");
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}
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void ShootEmUp::bumpFolk() {
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warning("STUB: ShootEmUp::bumpFolk()");
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}
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void ShootEmUp::peopleRunning() {
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warning("STUB: ShootEmUp::peopleRunning()");
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}
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void ShootEmUp::updateTime() {
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warning("STUB: ShootEmUp::updateTime()");
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}
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void ShootEmUp::hitPeople() {
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warning("STUB: ShootEmUp::hitPeople()");
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}
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void ShootEmUp::escapeCheck() {
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warning("STUB: ShootEmUp::escapeCheck()");
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}
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void ShootEmUp::check321() {
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warning("STUB: ShootEmUp::check321()");
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}
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} // End of namespace Avalanche
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