openmohaa/code/game/actorenemy.cpp

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/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code 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.
OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// actorenemy.cpp:
#include "actorenemy.h"
ActorEnemy::ActorEnemy()
{
}
ActorEnemy::~ActorEnemy()
{
}
float ActorEnemy::UpdateVisibility
(
Actor *pSelf,
bool *pbInFovAndRange,
bool *pbVisible
)
{
return 0;
}
int ActorEnemy::UpdateThreat
(
Actor *pSelf
)
{
return NULL;
}
Sentient *ActorEnemy::GetEnemy
(
void
) const
{
// FIXME: stub
STUB();
return NULL;
}
float ActorEnemy::GetVisibility
(
void
) const
{
// FIXME: stub
STUB();
return 0;
}
int ActorEnemy::GetThreat
(
void
) const
{
// FIXME: stub
STUB();
return 0;
}
float ActorEnemy::GetRangeSquared
(
void
) const
{
// FIXME: stub
STUB();
return 0;
}
ActorEnemySet::ActorEnemySet()
{
}
ActorEnemySet::~ActorEnemySet()
{
}
ActorEnemy *ActorEnemySet::AddPotentialEnemy
(
Sentient *pEnemy
)
{
// FIXME: stub
STUB();
return NULL;
}
void ActorEnemySet::FlagBadEnemy
(
Sentient *pEnemy
)
{
// FIXME: stub
STUB();
}
void ActorEnemySet::CheckEnemies
(
Actor *pSelf
)
{
// FIXME: stub
STUB();
}
Sentient *ActorEnemySet::GetCurrentEnemy
(
void
) const
{
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return m_pCurrentEnemy;
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}
float ActorEnemySet::GetCurrentVisibility
(
void
) const
{
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return m_fCurrentVisibility;
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}
int ActorEnemySet::GetCurrentThreat
(
void
) const
{
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return m_iCurrentThreat;
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}
qboolean ActorEnemySet::IsEnemyConfirmed
(
void
) const
{
// FIXME: stub
STUB();
return false;
}
bool ActorEnemySet::HasAlternateEnemy
(
void
) const
{
// FIXME: stub
STUB();
return false;
}
void ActorEnemySet::RemoveAll
(
void
)
{
// FIXME: stub
STUB();
}
void ActorEnemySet::ConfirmEnemy
(
Actor *pSelf,
Sentient *pEnemy
)
{
// FIXME: stub
STUB();
}
void ActorEnemySet::ConfirmEnemyIfCanSeeSharerOrEnemy
(
Actor *pSelf,
Actor *pSharer,
Sentient *pEnemy
)
{
// FIXME: stub
STUB();
}
bool ActorEnemySet::CaresAboutPerfectInfo
(
Sentient *pEnemy
)
{
// FIXME: stub
STUB();
return false;
}