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CEntity.h
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//==============================================================================
#ifndef _CENTITY_H_
#define _CENTITY_H_
#include <vector>
#include "CArea.h"
#include "CAnimation.h"
#include "CCamera.h"
#include "CFPS.h"
#include "CSurface.h"
//==============================================================================
enum
{
ENTITY_TYPE_GENERIC = 0,
ENTITY_TYPE_PLAYER,
ENTITY_TYPE_ENEMY,
ENTITY_TYPE_WEAPON
};
//==============================================================================
enum
{
ENTITY_FLAG_NONE = 0,
ENTITY_FLAG_GRAVITY = 0x00000001, //
ENTITY_FLAG_GHOST = 0x00000002, //
ENTITY_FLAG_MAPONLY = 0x00000004 //
};
//==============================================================================
class CEntity
{
public:
static std::vector<CEntity*> EntityList;
protected:
SDL_Surface* Surf_Entity;
public:
CAnimation Anim_Control;
float X;
float Y;
float oldX;
float oldY;
int Width;
int Height;
bool MoveLeft;
bool MoveRight;
CEntity* Owner;
public:
int Type;
bool used;
int health;
int damage;
int range;
bool Dead;
int Flags;
protected:
float SpeedX;
float SpeedY;
float AccelX;
float AccelY;
public:
bool CanJump;
bool IsJumping;
float knockBackAmt;
bool knockedBack;
int knockBackTime;
int knockBackCooldown;
public:
float MaxSpeedX;
float MaxSpeedY;
protected:
int CurrentFrameCol;
int CurrentFrameRow;
protected:
int Col_X;
int Col_Y;
int Col_Width;
int Col_Height;
public:
CEntity();
virtual ~CEntity();
public:
virtual bool OnLoad(char* File, int Width, int Height, int MaxFrames);
virtual void OnLoop(float playerX, float playerY);
virtual void OnRender(SDL_Surface* Surf_Display);
virtual void OnCleanup();
virtual void OnAnimate();
virtual bool OnCollision(CEntity* Entity);
virtual void DoDamage();
virtual void SetCurrentFrameCol(int col);
virtual void SetOwner(CEntity* Entity);
virtual void OnDrop();
public:
void OnMove(float MoveX, float MoveY);
bool Jump();
void KnockBack();
void StopMove();
public:
const bool Collides(int oX, int oY, int oW, int oH);
private:
const bool PosValid(int NewX, int NewY);
const bool PosValidTile(CTile* Tile);
bool PosValidEntity(CEntity* Entity, int NewX, int NewY);
};
//==============================================================================
class CEntityCol
{
public:
static std::vector<CEntityCol> EntityColList;
public:
CEntity* EntityA;
CEntity* EntityB;
public:
CEntityCol();
};
//==============================================================================
#endif