Compounds | |
class | CAcme |
class | CBalloon |
class | CBanana |
class | CBoots |
class | CBox |
class | CCamera |
class | CCoke |
class | CConveyor |
class | CCrawler |
class | CDoor |
class | CDoorActivator |
class | CDoorRelatedType |
class | CDynamite |
class | CExit |
class | CExplosion |
class | CFan |
class | CFirepower |
class | CFlameThrow |
class | CFloatingScore |
class | CKey |
class | CLetter |
class | CLift |
class | CPickup |
class | CRobot |
class | CSoftBlock |
class | CSpike |
class | CSpikeBall |
class | CTeleporter |
class | CTest |
class | CThing |
class | CThingFactory |
struct | CThingFactory::SDescriptor |
Defines | |
#define | CALC_XOFFSET(x, xsmall) ( 8 * ( (xsmall) - xo_small + 2 + ((( (x) - xo ) << 1))) ) |
Convert world X coordinate (level block coordinate) to view (world display buffer) coordinates. | |
#define | CALC_YOFFSET(y) ( 16 + ((y) - yo) * 16 ) |
Convert world Y coordinate (level block coordinate) to view (world display buffer) coordinates. | |
#define | WORLDX2VIEW(x) ( -(8*xo_small) + ((x) - (16*xo)) + 16 ) |
Convert world X coordinate (pixels) to view (world display buffer) coordinates. Theoretically this should probably eventually replace CALC_XOFFSET. | |
#define | WORLDY2VIEW(y) ( ((y) - (16*yo)) + 16) |
Convert world Y coordinate (pixels) to view (world display buffer) coordinates. Theoretically this should probably eventually replace CALC_YOFFSET. | |
#define | THING_DIE -1 |
This crap should go. Fixme. | |
#define | THING_REMOVE -2 |
Remove, but not delete. | |
#define | REGISTER_THING(ClassName, nTypeID, pPerLevelInitProc) |
Macro that "thing"s can use (in the .cpp file) to register handlers in the thing factory. More... | |
Typedefs | |
typedef CThing* (* | THING_ALLOCATER )() |
The CThingFactory uses functions that look like this to allocate CThing's. | |
typedef void (* | THING_PERLEVELINIT )() |
Enumerations | |
enum | { ACTION_NONE = 0, ACTION_EXIT, ACTION_TELEPORT } |
Action "commands" that a CThing returns to the game for "instructions". More... | |
enum | EdjLayer { LAYER_BOTTOM, LAYER_2, LAYER_MIDDLE, LAYER_4, LAYER_TOP } |
Used to indicate the order in which "things" get drawn. Things at higher layers get drawn over things at lower layers. More... | |
Functions | |
CThing* | CreateFloatingScore (int x, int y, int score) |
Create a CFloatingScore at (x,y) with score score. | |
CThing* | CreateExplosion (int nX, int nY) |
Create a CExplosion at (nX,nY) (pixel coordinates). | |
Variables | |
CThingFactory | g_ThingFactory |
Single global "thing" factory. |
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Value: CThing *ALLOCATE##ClassName() \ { \ return new ClassName; \ } \ static int UNIQUEID##ClassName = g_ThingFactory.Register(nTypeID, ALLOCATE##ClassName, pPerLevelInitProc);
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Action "commands" that a CThing returns to the game for "instructions".
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Used to indicate the order in which "things" get drawn. Things at higher layers get drawn over things at lower layers.
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http://www.scorpioncity.com/djgame.html Copyright (C) David Joffe. Generated: 15 Jul 2001 |