From 443b77e47a7ef3a137e39c64abb277229a665d03 Mon Sep 17 00:00:00 2001 From: drumsetmonkey Date: Tue, 8 Dec 2015 15:56:17 -0500 Subject: Sword can now kill the first entity --- doc/html/entities_8h_source.html | 262 --------------------------------------- 1 file changed, 262 deletions(-) delete mode 100644 doc/html/entities_8h_source.html (limited to 'doc/html/entities_8h_source.html') diff --git a/doc/html/entities_8h_source.html b/doc/html/entities_8h_source.html deleted file mode 100644 index 0894125..0000000 --- a/doc/html/entities_8h_source.html +++ /dev/null @@ -1,262 +0,0 @@ - - - - - - -gamedev: include/entities.h Source File - - - - - - - - - - -
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entities.h
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1 #ifndef ENTITIES_H
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2 #define ENTITIES_H
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3 
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4 #include <common.h>
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5 #include <Quest.h>
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6 #include <inventory.h>
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7 
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8 #define DEBUG
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9 
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10 #define NPCp(n) ((NPC *)n)
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11 #define Structurep(n) ((Structures *)n)
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12 #define Mobp(n) ((Mob *)n)
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13 
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14 #define PLAYER_INV_SIZE 30 // The size of the player's inventory
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15 #define NPC_INV_SIZE 3 // Size of an NPC's inventory
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16 
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17 enum _TYPE { //these are the main types of entities
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18  OBJECTT = -2,
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19  STRUCTURET = -1,
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20  PLAYERT,
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21  NPCT,
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22  MOBT
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23 };
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24 
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25 enum GENDER{
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26  MALE,
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27  FEMALE,
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28  NONE
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29 };
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30 
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31 enum MOB_SUB {
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32  MS_RABBIT = 1,
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33  MS_BIRD,
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34  MS_TRIGGER
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35 };
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36 
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37 class Entity{
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38 public:
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39  Inventory *inv;
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40 
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41  /*
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42  * Movement variables
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43  */
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44 
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45  vec2 loc;
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46  vec2 vel;
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47 
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48  float width;
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49  float height;
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50 
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51  float speed; // A speed factor for X movement
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52 
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53  /*
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54  * Movement flags
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55  */
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56 
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57  bool near; // Causes name to display
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58  bool canMove; // Enables movement
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59  bool right,left; // Direction faced by Entity
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60  bool alive;
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61  unsigned char ground; // Shows how the Entity is grounded (if it is)
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62 
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63  /*
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64  * Health variables
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65  */
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66 
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67  float health;
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68  float maxHealth;
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69 
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70  /*
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71  * Identification variables
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72  */
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73 
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74  _TYPE type;
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75  int subtype;
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76 
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77  char *name;
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78  GENDER gender;
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79 
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80  Texturec *tex;
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81 
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82 
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83  void draw(void);
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84  void spawn(float, float);
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85 
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86  int ticksToUse; // Used by wander()
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87 
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88  virtual void wander(int){}
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89  virtual void interact(){}
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90 
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91  virtual ~Entity(){}
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92 };
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93 
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94 class Player : public Entity {
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95 public:
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96  QuestHandler qh;
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97  bool light = false;
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98 
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99  Player();
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100  ~Player();
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101  void interact();
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102 };
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103 
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104 class NPC : public Entity{
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105 public:
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106  std::vector<int (*)(NPC *)>aiFunc;
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107 
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108  NPC();
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109  ~NPC();
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110 
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111  void addAIFunc(int (*func)(NPC *),bool preload);
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112  void interact();
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113  void wander(int);
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114 };
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115 
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116 class Structures : public Entity{
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117 public:
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118  void *inWorld;
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119  void *inside;
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120 
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121  Structures();
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122  ~Structures();
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123 
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124  unsigned int spawn(_TYPE, float, float);
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125 };
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126 
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127 class Mob : public Entity{
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128 public:
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129  double init_y;
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130  void (*hey)(Mob *callee);
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131 
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132  Mob(int);
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133  Mob(int,unsigned int);
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134  ~Mob();
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135 
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136  void wander(int);
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137 };
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138 
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139 class Object : public Entity{
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140 private:
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141  int identifier;
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142 public:
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143  char *pickupDialog;
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144  bool questObject = false;
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145 
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146  Object(ITEM_ID id, bool qo, const char *pd);
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147  ~Object();
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148 
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149  void interact(void);
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150 };
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151 #endif // ENTITIES_H
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152 
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Definition: entities.h:139
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Definition: entities.h:127
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Definition: entities.h:116
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Definition: common.h:46
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Definition: Texture.h:12
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Definition: entities.h:37
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Definition: entities.h:104
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Definition: inventory.h:64
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Definition: entities.h:94
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Definition: Quest.h:21
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