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gameobject.h File Reference
#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"
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Go to the source code of this file.

Classes

class  game::base::GameObject
 

Namespaces

 game
 
 game::base
 

Macros

#define FORALL_UPDATEABLE_COMPONENTS(action)   action( graphic, Graphic)
 
#define FORALL_COMPONENTS(action)
 
#define FULL_TYPE(type)   component::type*
 
#define INI_FULLTYPE_ARG_DECLARATION(compo, type)   FULL_TYPE(type) compo##_component,
 
#define GETTER_DECLARATION(compo, type)
 
#define SETTER_DECLARATION(compo, type)   void set_##compo##_component(FULL_TYPE(type) compo##_component) { compo##_component_ = compo##_component; }
 
#define ATTRIBUTES_DECLARATION(compo, type)   FULL_TYPE(type) compo##_component_;
 

Macro Definition Documentation

#define ATTRIBUTES_DECLARATION (   compo,
  type 
)    FULL_TYPE(type) compo##_component_;
#define FORALL_COMPONENTS (   action)
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 (   action)    action( graphic, Graphic)
#define FULL_TYPE (   type)    component::type*
#define GETTER_DECLARATION (   compo,
  type 
)
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 (   compo,
  type 
)    FULL_TYPE(type) compo##_component,
#define SETTER_DECLARATION (   compo,
  type 
)    void set_##compo##_component(FULL_TYPE(type) compo##_component) { compo##_component_ = compo##_component; }