#include <mod_sim_game.hh>

Public Member Functions | |
| Actor (const string &name="", Game::TeamNum teamNum=Game::TEAM_NONE, SharedPtr0< Object >=NULL) | |
| virtual | ~Actor () |
| virtual void | Action (const Milliseconds millisecElapsed) |
| SharedPtr0< Object > | GetObject (void) |
| const string | GetName (void) const |
| virtual WorldVertex | GetPosition (void) const |
| bool | IfFriendly (SharedPtr< Actor > other) const |
| bool | IfDummy (void) const |
| virtual bool | IfUnderMissileLock (void) |
| virtual void | SetFollowedByMissile (bool followed) |
| virtual bool | IfFollowedByMissile (void) |
Private Types | |
| typedef uint | Id |
Private Member Functions | |
| Id | GetId (void) |
Private Attributes | |
| CLASS_VAR Id | msId = 0 |
| const string | mName |
| const Game::TeamNum | mTeamNum |
| SharedPtr0< Object > | mObject |
| const Id | mId |
Friends | |
| class | Game |
Dummy Actors are cheap to construct and safer than NULL.
typedef uint mod_sim::game::Actor::Id [private] |
| mod_sim::game::Actor::Actor | ( | const string & | name = "", |
|
| Game::TeamNum | teamNum = Game::TEAM_NONE, |
|||
| SharedPtr0< Object > | = NULL | |||
| ) |
| mod_sim::game::Actor::~Actor | ( | ) | [virtual] |
| virtual void mod_sim::game::Actor::Action | ( | const Milliseconds | millisecElapsed | ) | [inline, virtual] |
Reimplemented in mod_sim::MissileActor.
| SharedPtr0<Object> mod_sim::game::Actor::GetObject | ( | void | ) | [inline] |
| const string mod_sim::game::Actor::GetName | ( | void | ) | const [inline] |
| virtual WorldVertex mod_sim::game::Actor::GetPosition | ( | void | ) | const [inline, virtual] |
Reimplemented in mod_sim::game::CraftActor.
| bool mod_sim::game::Actor::IfFriendly | ( | SharedPtr< Actor > | other | ) | const [inline] |
| bool mod_sim::game::Actor::IfDummy | ( | void | ) | const [inline] |
| virtual bool mod_sim::game::Actor::IfUnderMissileLock | ( | void | ) | [inline, virtual] |
Reimplemented in mod_sim::game::CraftActor.
| virtual void mod_sim::game::Actor::SetFollowedByMissile | ( | bool | followed | ) | [inline, virtual] |
Reimplemented in mod_sim::game::CraftActor.
| virtual bool mod_sim::game::Actor::IfFollowedByMissile | ( | void | ) | [inline, virtual] |
Reimplemented in mod_sim::game::CraftActor.
| Id mod_sim::game::Actor::GetId | ( | void | ) | [inline, private] |
friend class Game [friend] |
uint mod_sim::game::Actor::msId = 0 [private] |
const string mod_sim::game::Actor::mName [private] |
const Game::TeamNum mod_sim::game::Actor::mTeamNum [private] |
SharedPtr0<Object> mod_sim::game::Actor::mObject [private] |
const Id mod_sim::game::Actor::mId [private] |
Palomino 3D Engine documents generated by doxygen 1.5.3 on Fri Nov 23 11:26:32 2007