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entities.hpp
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//entity stuff
const int EntityCount =8;
enum Etype {
e_EmptyRoom=0,
e_Doctor=1,
e_Mover=2,
e_Sentry=3,
e_ParityMover=4,
e_Wall=5,//laser wall..store an x, a y, and a dir...
e_Goal_Table=6,
e_Goal_Flower=7,
e_Table=8,
e_Bedroom=9,
e_Goal_Bedroom=10,
e_Bathroom=11,
e_TableMover=12,
e_Decoration=13,
e_BigMover=14,
e_BigDoctor=15,
};
/*
PLAN FOR ADDITIONAL ENTITY TYPE:
decorations: by default, place on player position facing in player direction;
allow players to scale
options will be:
model (range,)
place (hit space to place)
scale (range, *=)
angle (rang, +/-=)
parity (toggle)
*/
/*
I use several of the latter variables in the Entity struct
for different things depending on the type. It's not great, and
has resulted in some odd encodings.
*/
struct Entity {
Etype type;
GLfloat dat;//used for other data...angle of rotation for sentry..velocity for mover
GLfloat x;
GLfloat y;
GLfloat x2;//used for sentry //used in line wall
GLfloat y2;
GLfloat x3;//used in line wall
GLfloat y3;
};