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Bitmap_Text_Pool_Object.h
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100 lines (77 loc) · 2.77 KB
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#ifndef BITMAP_TEXT_OBJECT_H_INCLUDED
#define BITMAP_TEXT_OBJECT_H_INCLUDED
#include "Global.h"
#include "External_Configuration.h"
#include "Soul.h"
class Bitmap_Text_Pool_Object:public Soul
{
private:
SDL_Surface *Bitmap;
SDL_Rect Chars[256];
Square C;
Chain_Link Link;
int New_Line, Space;
int X_Coord, Y_Coord, Z_Coord;
public:
Bitmap_Text_Pool_Object(int x, int y, int z, SDL_Surface *font);
// Builds the font
void Build_Font(SDL_Surface *font);
void Variable_Setter_Special_Conditional(int condition, int condition2, bool conditionBool, int conditionInt);
Chain_Link Get_Chain_Link();
void Show_Text(int x, int y, std::string text, SDL_Surface *font);
//
///////
////////////////
//////////////////////////
//////////////////////////////////////
///////////////////////////////////////////////////
//USELESS
///////////////////////////////////////////////////
///////////////////////////////////////
///////////////////////////
////////////////
///////
//
void Game_Start(External_Configuration config){}
void Variable_Setter_Bool_Conditional(int condition, bool condition2){}
void Variable_Setter_Int_Conditional(int condition, int condition2){}
void Variable_Setter_Ai_Brain_Conditional(int condition, Ai_Brain Copy_Brain) {}
void Variable_Setter(){}
void Variable_Update(Uint32 deltaTicks){}
void Soul_Physics(int condition, Uint32 deltaTicks){}
void Soul_Logic(Ai_Brain Copy_Brain, Uint32 deltaTicks){}
void Soul_Health_Condtions(Uint32 deltaTicks){}
void Soul_Input(){}
void Move_Special_Object(){}
void Teleport_Direct_Input(){}
void Teleport_Force_Input(float condition, int condition2){}
void Command_Slave_Calculation(){}
int Get_Type(){return 0;}
int Get_Object_Type() {return 0;}
bool Get_Alive_Key() {return false;}
bool Get_Animated_Key() {return false;}
bool Get_Active_Animation_Key() {return false;}
int Get_Health() {return -1;}
int Get_Gate_Type(){return 0;}
int Get_Gravity_Physics() {return 0;}
int Get_Object_Elevation() {return 0;}
int Get_Object_State() {return 0;}
int Get_Child_Num() {return 0;}
bool Get_Render_Key() {return false;}
std::string Get_Text() {return "";}
int Get_X() {return X_Coord;}
int Get_Y() {return Y_Coord;}
int Get_Z() {return Z_Coord;}
int Get_Center_Base() {return 0;}
Square Get_Objects() {return C;}
Square Get_Objects_Base() {return C;}
Square Get_Objects_Children(int condition) {return C;}
void Show(){}
void Show_Base(){}
void Show(int condition) {}
void Show_Children(int condition, int condition2) {}
void Show_Graphic_Fx_Shadowed() {}
void Show_Graphic_Fx_Drop_Shadow(int coord) {}
void Show_Graphic_Fx_Transparancy() {}
};
#endif