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

CGameObject::CGameObject

Constructs a CGameObject object

CGameObject::CGameObject

Constructs a CGameObject object

void CGameObject::CGameObject();

Remarks

Constructs a CGameObject object


Methods

Name

Description

CGameObject::AddToArea

CGameObject::AIUpdate

CGameObject::CanSaveGame

CGameObject::CompressTime

CGameObject::DebugDump

CGameObject::DoAIUpdate

CGameObject::DoesIntersect

CGameObject::EvaluateStatusTrigger

CGameObject::GetAIType

CGameObject::GetNextWaypoint

CGameObject::GetObjectType

CGameObject::GetTargetId

CGameObject::GetVertListPos

CGameObject::GetVertListType

CGameObject::InControl

CGameObject::IsOver

CGameObject::IsPicked

CGameObject::OnActionButton

CGameObject::OnFormationButton

CGameObject::OnSearchMap

CGameObject::RemoveFromArea

CGameObject::Render

CGameObject::SetTarget

CGameObject::SetAIType

CGameObject::SetVertListPos

CGameObject::SetVertListType

CGameObject::SetCursor

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

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

Return Value

Returns int

Remarks


CGameObject::EvaluateStatusTrigger

virtual int CGameObject::EvaluateStatusTrigger(CAITrigger& __formal);

Parameters

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

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

Return Value

Returns int

Remarks


CGameObject::IsPicked

int CGameObject::IsPicked();

Return Value

Returns int

Remarks


CGameObject::OnActionButton

virtual void CGameObject::OnActionButton(CPoint& pt);

Parameters

Remarks


CGameObject::OnFormationButton

virtual void CGameObject::OnFormationButton(CPoint& pt);

Parameters

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

Remarks


CGameObject::SetTarget

virtual void CGameObject::SetTarget(CPoint __formal);

Parameters

Remarks


CGameObject::SetAIType

virtual void CGameObject::SetAIType(
   CAIObjectType& typeAI,
   int dummy);

Parameters

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