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laActiveObject.h
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/*
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Jump'n'Run Engine
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http://www.atanaslaskov.com/jnr/
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BSD LICENSE
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Copyright (c) 2007-2013, Atanas Laskov
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL ATANAS LASKOV BE LIABLE FOR ANY
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DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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class
laActiveObject
:
public
laStateObject
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{
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//Can be constructed from class name
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CLASS_NAME(
laActiveObject
);
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protected
:
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virtual
void
_execute_ai(laTimer &t);
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virtual
unsigned
_next_state(
unsigned
nCurrentState );
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public
:
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laActiveObject
(
void
);
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virtual
~
laActiveObject
(
void
);
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// Load the object from file
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//
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virtual
void
load(
class
laFileParser
*fp);
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// Dynamicly create a new object
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//
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//virtual void create(laPoint3 pos);
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// Respawn. Revert object to its original state
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//
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virtual
void
respawn();
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// Draw the object
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//
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//virtual void drawGeometry(laRenderer *r, laPoint3 ptBasePos);
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//virtual void drawFx(laRenderer *r, laPoint3 ptBasePos);
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//virtual void drawInterface(laRenderer *r, laPoint3 ptBasePos);
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// Animate the object
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//
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//virtual void animate(laTimer &t);
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};
laActiveObject::laActiveObject
laActiveObject(void)
Active Object.
Definition:
laActiveObject.cpp:37
laStateObject
Multi-state Level Object.
Definition:
laStateObject.h:64
laActiveObject
Object that can be activated by the player.
Definition:
laActiveObject.h:38
laFileParser
File Parser.
Definition:
laFileParser.h:41
Source
Core
laActiveObject.h
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