#include <ugdk/action/entity.h>
#include <set>
#include <string>
#include <ugdk/portable/tr1.h>
#include <list>
#include <ugdk/math/vector2D.h>
#include "game/action/skill/skill.h"
#include "game/base.h"
#include "game/component.h"
Go to the source code of this file.
#define ATTRIBUTES_DECLARATION |
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compo, |
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type |
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| FULL_TYPE(type) compo##_component_; |
#define FORALL_COMPONENTS |
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action | ) |
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Value:action( controller, Controller) \
action( vision, Vision) \
action( damageable, Damageable) \
action( energy, Energy) \
action( shape, Shape) \
action( graphic, Graphic) \
action( sound, Sound)
#define FORALL_UPDATEABLE_COMPONENTS |
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action | ) |
action( graphic, Graphic) |
#define FULL_TYPE |
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type | ) |
component::type* |
#define GETTER_DECLARATION |
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compo, |
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type |
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Value:FULL_TYPE(type) compo
##_component() { return compo##_component_; } \
const FULL_TYPE(type) compo##_component() const { return compo##_component_; }
#define FULL_TYPE(type)
Definition: gameobject.h:36
#define INI_FULLTYPE_ARG_DECLARATION |
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compo, |
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type |
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| FULL_TYPE(type) compo##_component, |
#define SETTER_DECLARATION |
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compo, |
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type |
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| void set_##compo##_component(FULL_TYPE(type) compo##_component) { compo##_component_ = compo##_component; } |