CGameObject Class¶
The structure used for this class is CGameObject
Quick Ref |
void CGameObject::CGameObject() |
virtual void CGameObject::AddToArea(CGameArea* pNewArea, CPoint& pos, long posZ, unsigned char listType) |
virtual void CGameObject::AIUpdate() |
virtual unsigned char CGameObject::CanSaveGame(unsigned long& strError, int restCheck, int combatCheck) |
virtual unsigned char CGameObject::CompressTime(unsigned long deltaTime) |
virtual void CGameObject::DebugDump(CString& __formal) |
virtual unsigned char CGameObject::DoAIUpdate(unsigned char active, long counter) |
virtual int CGameObject::DoesIntersect(CRect __formal) |
virtual int CGameObject::EvaluateStatusTrigger(CAITrigger& __formal) |
virtual CAIObjectType& CGameObject::GetAIType() |
virtual void CGameObject::GetNextWaypoint(CPoint* pt) |
virtual unsigned char CGameObject::GetObjectType() |
virtual long CGameObject::GetTargetId() |
virtual __POSITION* CGameObject::GetVertListPos() |
virtual unsigned char CGameObject::GetVertListType() |
unsigned char CGameObject::InControl() |
virtual int CGameObject::IsOver(CPoint& __formal) |
int CGameObject::IsPicked() |
virtual void CGameObject::OnActionButton(CPoint& pt) |
virtual void CGameObject::OnFormationButton(CPoint& pt) |
virtual int CGameObject::OnSearchMap() |
virtual void CGameObject::RemoveFromArea() |
virtual void CGameObject::Render(CGameArea* __formal) |
virtual void CGameObject::SetTarget(CPoint __formal) |
virtual void CGameObject::SetAIType(CAIObjectType& typeAI, int dummy) |
virtual void CGameObject::SetVertListPos(__POSITION* posVertList) |
virtual void CGameObject::SetVertListType(unsigned char type) |
virtual void CGameObject::SetCursor(long nToolTip) |
Constructors¶
Name |
Description |
Constructs a |
CGameObject::CGameObject¶
Constructs a CGameObject
object
void CGameObject::CGameObject();
Remarks
Constructs a CGameObject
object
Methods¶
Name |
Description |
CGameObject::AddToArea¶
virtual void CGameObject::AddToArea(
CGameArea* pNewArea,
CPoint& pos,
long posZ,
unsigned char listType);
Parameters
Remarks
CGameObject::AIUpdate¶
virtual void CGameObject::AIUpdate();
Remarks
CGameObject::CanSaveGame¶
virtual unsigned char CGameObject::CanSaveGame(
unsigned long& strError,
int restCheck,
int combatCheck);
Parameters
unsigned long
& strError -int
restCheck -int
combatCheck -
Return Value
Returns unsigned char
Remarks
CGameObject::CompressTime¶
virtual unsigned char CGameObject::CompressTime(unsigned long deltaTime);
Parameters
unsigned long
deltaTime -
Return Value
Returns unsigned char
Remarks
CGameObject::DebugDump¶
virtual void CGameObject::DebugDump(CString& __formal);
Parameters
CString& __formal -
Remarks
CGameObject::DoAIUpdate¶
virtual unsigned char CGameObject::DoAIUpdate(
unsigned char active,
long counter);
Parameters
unsigned char
active -long
counter -
Return Value
Returns unsigned char
Remarks
CGameObject::DoesIntersect¶
virtual int CGameObject::DoesIntersect(CRect __formal);
Parameters
CRect __formal -
Return Value
Returns int
Remarks
CGameObject::EvaluateStatusTrigger¶
virtual int CGameObject::EvaluateStatusTrigger(CAITrigger& __formal);
Parameters
CAITrigger& __formal -
Return Value
Returns int
Remarks
CGameObject::GetAIType¶
virtual CAIObjectType& CGameObject::GetAIType();
Return Value
Returns CAIObjectType&
Remarks
CGameObject::GetNextWaypoint¶
virtual void CGameObject::GetNextWaypoint(CPoint* pt);
Parameters
CPoint* pt -
Remarks
CGameObject::GetObjectType¶
virtual unsigned char CGameObject::GetObjectType();
Return Value
Returns unsigned char
- see remarks for object types
Remarks
Object Type |
Object Type Description |
0x00 |
TYPE_NONE |
0x01 |
TYPE_AIBASE |
0x10 |
TYPE_SOUND |
0x11 |
TYPE_CONTAINER |
0x20 |
TYPE_SPAWNING |
0x21 |
TYPE_DOOR |
0x30 |
TYPE_STATIC |
0x31 |
TYPE_SPRITE |
0x40 |
TYPE_OBJECT_MARKER |
0x41 |
TYPE_TRIGGER |
0x51 |
TYPE_TILED_OBJECT |
0x60 |
TYPE_TEMPORAL |
0x61 |
TYPE_AREA_AI |
0x70 |
TYPE_FIREBALL |
0x71 |
TYPE_GAME_AI |
CGameObject::GetTargetId¶
virtual long CGameObject::GetTargetId();
Return Value
Returns long
Remarks
CGameObject::GetVertListPos¶
virtual __POSITION* CGameObject::GetVertListPos();
Return Value
Returns __POSITION*
Remarks
CGameObject::GetVertListType¶
virtual unsigned char CGameObject::GetVertListType();
Return Value
Returns unsigned char
Remarks
CGameObject::InControl¶
unsigned char CGameObject::InControl();
Return Value
Returns unsigned char
Remarks
CGameObject::IsOver¶
virtual int CGameObject::IsOver(CPoint& __formal);
Parameters
CPoint& __formal -
Return Value
Returns int
Remarks
CGameObject::IsPicked¶
int CGameObject::IsPicked();
Return Value
Returns int
Remarks
CGameObject::OnSearchMap¶
virtual int CGameObject::OnSearchMap();
Return Value
Returns int
Remarks
CGameObject::RemoveFromArea¶
virtual void CGameObject::RemoveFromArea();
Remarks
CGameObject::Render¶
virtual void CGameObject::Render(CGameArea* __formal);
Parameters
CGameArea* __formal -
Remarks
CGameObject::SetTarget¶
virtual void CGameObject::SetTarget(CPoint __formal);
Parameters
CPoint __formal -
Remarks
CGameObject::SetAIType¶
virtual void CGameObject::SetAIType(
CAIObjectType& typeAI,
int dummy);
Parameters
CAIObjectType& typeAI -
int
dummy -
Remarks
CGameObject::SetVertListPos¶
virtual void CGameObject::SetVertListPos(__POSITION* posVertList);
Parameters
__POSITION
* posVertList -
Remarks
CGameObject::SetVertListType¶
virtual void CGameObject::SetVertListType(unsigned char type);
Parameters
unsigned char
type -
Remarks
CGameObject::SetCursor¶
virtual void CGameObject::SetCursor(long nToolTip);
Parameters
long
nToolTip -
Remarks