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Hit_Box_Pool_Object.h
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136 lines (93 loc) · 3.29 KB
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#ifndef HIT_BOX_OBJECT_H_INCLUDED
#define HIT_BOX_OBJECT_H_INCLUDED
#include "Global.h"
#include "External_Configuration.h"
#include "Soul.h"
class Hit_Box_Pool_Object:public Soul
{
private:
Chain_Link Link;
Square Hit_Box_Objects, Hit_Box_Objects_Base;
int Gravity_Physics;
//The tile type and the type of the class
int Object_Type, Type, Variable_Set;
//Coordinates of the objects
int Object_Coord_x, Object_Coord_y, Object_Coord_z;
int Center_Base;
// Collsion detection properties of Objects. Width relates to x, Lenght relate to y, Height relates to z.
int Object_Width, Object_Lenght, Object_Height;
// The front edge of an object. Have a value in relation to y
int Object_Front_Edge, Object_Elevation;
// Activate animation for objects base on type
bool Animated;
bool Alive_Key;
//If this object is currently in service to another object
bool In_Use;
public:
//(0) This constructor set the values of a few special variables.
Hit_Box_Pool_Object( int x, int y, int z );
//Define a square using object type.
void Variable_Setter();
void Variable_Setter_Special_Conditional(int condition, int condition2, bool conditionBool, int conditionInt);
void Variable_Update(Uint32 deltaTicks);
void Soul_Physics(int condition, Uint32 deltaTicks);
//Get the tile type
int Get_Type();
int Get_Object_Type();
int Get_Gravity_Physics();
int Get_Object_Elevation();
int Get_X();
int Get_Y();
int Get_Z();
int Get_Center_Base();
//Get the collision box of squares.
Square Get_Objects();
Square Get_Objects_Base();
bool Get_Alive_Key();
//Display functions only
void Show();
void Show_Base();
//
///////
////////////////
//////////////////////////
//////////////////////////////////////
///////////////////////////////////////////////////
//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 Teleport_Direct_Input() {}
void Teleport_Force_Input(float condition, int condition2){}
void Build_Font(SDL_Surface *font){}
void Soul_Input(){}
void Soul_Logic(Ai_Brain Copy_Brain, Uint32 deltaTicks){}
void Soul_Health_Condtions(Uint32 deltaTicks){}
void Move_Special_Object(){}
int Get_Health() {return -1;}
int Get_Gate_Type(){return 0;}
int Get_Object_State() {return 0;}
int Get_Child_Num(){return 0;}
int Get_Slave_Order(){return 0;}
bool Get_Render_Key(){return false;}
bool Get_Animated_Key(){return false;}
bool Get_Active_Animation_Key(){return false;}
Chain_Link Get_Chain_Link(){return Link;}
std::string Get_Text() {return "";}
Square Get_Objects_Children(int condition){return Hit_Box_Objects;}
void Show(int o){}
void Show_On_Screen(){}
void Show_Children(int condition, int condition2){}
void Show_Graphic_Fx_Shadowed(){}
void Show_Graphic_Fx_Drop_Shadow(int coord){}
void Show_Text( int x, int y, std::string text, SDL_Surface *font ){}
void Show_Graphic_Fx_Transparancy(){}
};
#endif