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Object Class Reference

#include <object.h>

List of all members.

Public Member Functions

 Object (Vector2D _pos, ObjectInfo *_objectinfo, GameTimer *_timer, ScoreManager *score_manager, Input *_input)
 ~Object ()
void OffScreen ()
void CycleStarts ()
void Action ()
void CalcDestination ()
void Draw (Display *display, int xoffset)
void MoveOK ()
void CollisionDetected (Tile *)
void React (Object *o)
int IsPlayer ()
bool Died ()
int FlagStatus (int flagpos)
int GetWidth ()
int GetHeight ()
int GetHealthState ()
int GetNMissiles ()
Vector2D GetPosition ()
int GetTileX ()
int GetTileY ()
void GetCoords (float *x, float *y)
Vector2DGetVelocity ()
Vector2DGetAcceleration ()
Vector2DGetDestination ()
AnimationGetAnimation ()
ObjectInfoGetObjectInfo ()
ObjectCellRemoveObjectCell (ObjectCell *objcell)
Object * ObjectBayDetach ()
void Nudge (Vector2D dpos)
void PathRecommendsSpeed (float)
void PathSignals (int)
void Dies ()
void imm_Init ()
bool imm_Status ()
void imm_Event (int)
void hp_Init (bool tiles_damage)
int hp_Cur ()
void hp_ModifyHealth (int m)
void hp_Event (int)
void hp_HitTile (Tile *)
void hp_HitObj (Object *)
void vis_Init ()
void vis_Event (int)
void phys_Init (int flags)
void phys_Action ()
void phys_Event (int)
void phys_HitTile (Tile *)
void phys_HitObj (Object *)
void path_Event (int)
void bus_Event (int)
void bus_HitTile (Tile *)
void bus_HitObj (Object *)
void bus_PathSig (int)
ObjectMementoCreateMemento ()
void RestoreFromMemento (ObjectMemento *)
Vector2D GetEdgePoint (int dir)
void ObjectBayAttach (Object *)
InputGetInput ()
int GetTime ()
GameTimerGetGameTimer ()
ScoreManagerGetScoreManager ()

Private Attributes

ObjectInfoobjectinfo
Animation ** animations
int cur_anim
int weakness_time_countdown
int cyclic
Object * object_bay
Vector2D pos
Vector2D dst
bool dst_calculated
int comps
bool died
GameTimergame_timer
ScoreManagerscore_manager
Inputinput
Tilelastcollided
int phys_flags
int phys_facing_offset
Vector2D phys_pos
Vector2D phys_vel
Vector2D phys_acc
Vector2D phys_dst
BehaviourInterfacebehaviour
GunInterface ** gun
FacingInterfacefacing
int path_flags
Pathpath_cur
float path_dist
Object * path_shdw
Pathpath_backup
int imm_countdown
int hp_cur
bool hp_tiledmg


Constructor & Destructor Documentation

Object::Object Vector2D    _pos,
ObjectInfo   _objectinfo,
GameTimer   _timer,
ScoreManager   score_manager,
Input   _input
 

Object::~Object  
 


Member Function Documentation

void Object::Action  
 

x1S: perform action for the cycle

void Object::bus_Event int   
 

For SIMPLE events - no parameters.

void Object::bus_HitObj Object *   
 

Obj hit another object.

void Object::bus_HitTile Tile  
 

Obj hit a tile.

void Object::bus_PathSig int   
 

Path emits a signal.

void Object::CalcDestination  
 

x1S: calculate projected destination

void Object::CollisionDetected Tile  
 

x1S IF colliding w/ a tile

ObjectMemento * Object::CreateMemento  
 

void Object::CycleStarts  
 

x1S: prepare for cycle (clear dest bit)

bool Object::Died   [inline]
 

is the object dead?

void Object::Dies   [inline]
 

void Object::Draw Display   display,
int    xoffset
 

x1S: time to draw self to screen

int Object::FlagStatus int    flagpos
 

information from the object info

Vector2D * Object::GetAcceleration  
 

from physics module

Animation * Object::GetAnimation  
 

void Object::GetCoords float *    x,
float *    y
[inline]
 

Vector2D * Object::GetDestination  
 

result of physics + pathing

Vector2D Object::GetEdgePoint int    dir
 

GameTimer * Object::GetGameTimer  
 

int Object::GetHealthState  
 

for on-screen display

int Object::GetHeight  
 

current frame height

Input * Object::GetInput  
 

int Object::GetNMissiles  
 

for on-screen display

ObjectInfo * Object::GetObjectInfo  
 

Vector2D Object::GetPosition   [inline]
 

ScoreManager * Object::GetScoreManager  
 

int Object::GetTileX   [inline]
 

int Object::GetTileY   [inline]
 

int Object::GetTime  
 

Vector2D * Object::GetVelocity  
 

from physics module

int Object::GetWidth  
 

current frame width

int Object::hp_Cur  
 

return current # of hp

void Object::hp_Event int   
 

bus message

void Object::hp_HitObj Object *   
 

bus message

void Object::hp_HitTile Tile  
 

bus message

void Object::hp_Init bool    tiles_damage
 

void Object::hp_ModifyHealth int    m
 

m = dHP

void Object::imm_Event int   
 

bus message

void Object::imm_Init  
 

bool Object::imm_Status  
 

true if immunity on

int Object::IsPlayer  
 

is the object the player?

void Object::MoveOK  
 

x1S IF mvmnt approved

void Object::Nudge Vector2D    dpos
 

nudge position slightly

void Object::ObjectBayAttach Object *   
 

Object * Object::ObjectBayDetach  
 

see "ObjectBayAttach" for more info.

void Object::OffScreen  
 

called when object goes offscreen

void Object::path_Event int   
 

Calculate destination

void Object::PathRecommendsSpeed float   
 

void Object::PathSignals int   
 

void Object::phys_Action  
 

Calculate destination

void Object::phys_Event int   
 

bus message

void Object::phys_HitObj Object *   
 

bus message

void Object::phys_HitTile Tile  
 

bus message

void Object::phys_Init int    flags
 

void Object::React Object *    o
 

x1S IF colliding w/ an object

ObjectCell * Object::RemoveObjectCell ObjectCell   objcell
 

void Object::RestoreFromMemento ObjectMemento  
 

void Object::vis_Event int   
 

bus message

void Object::vis_Init  
 


Member Data Documentation

Animation** Object::animations [private]
 

BehaviourInterface* Object::behaviour [private]
 

int Object::comps [private]
 

OBJCOMP_ flags : which components are being used.

int Object::cur_anim [private]
 

index into animations

int Object::cyclic [private]
 

it should be in ANIMINFO...

bool Object::died [private]
 

canonical reference: is object dead? (bus_Die called)

Vector2D Object::dst [private]
 

destination (sum of physics+pathing destination)

bool Object::dst_calculated [private]
 

destination calculated for obj yet?

FacingInterface* Object::facing [private]
 

GameTimer* Object::game_timer [private]
 

pointer to game context

GunInterface** Object::gun [private]
 

int Object::hp_cur [private]
 

# of hp

bool Object::hp_tiledmg [private]
 

takes damage from hit tiles?

int Object::imm_countdown [private]
 

Input* Object::input [private]
 

Tile* Object::lastcollided [private]
 

Object* Object::object_bay [private]
 

ObjectInfo* Object::objectinfo [private]
 

Path* Object::path_backup [private]
 

for when shadowed obj dies

Path* Object::path_cur [private]
 

current path following

float Object::path_dist [private]
 

progress along path

int Object::path_flags [private]
 

ex: PATH_REV, PATH_ACC_SPEED, PATH_LEVEL_REL...

Object* Object::path_shdw [private]
 

obj path shadows, or NULL

Vector2D Object::phys_acc [private]
 

acceleration

Vector2D Object::phys_dst [private]
 

destination

int Object::phys_facing_offset [private]
 

only used w/ PHYS_DRIVE_FACE

int Object::phys_flags [private]
 

Vector2D Object::phys_pos [private]
 

position

Vector2D Object::phys_vel [private]
 

velocity

Vector2D Object::pos [private]
 

position (previous destination)

ScoreManager* Object::score_manager [private]
 

int Object::weakness_time_countdown [private]
 


The documentation for this class was generated from the following files:
Generated on Sun Mar 2 18:50:28 2003 for eounicorn by doxygen1.3-rc3