struct VG_Object
Structure for game objects.
ELEMENTS
char objid[VG_OBJID_SIZE] | Object-ID (e.g. name of object) |
int subid | Arbitrary sub-ID for object-ID, (default: 0 = no sub-ID) |
int drawlevel | Level-number for drawing order (begins with 1 = lowest level) |
unsigned int instanceid | Instance-ID for the instance of this object |
unsigned int parent_instanceid | Instance-ID for the parent-instance of this object, or 0 = not relevant |
void *opriv | Private struct for this object-instance |
void (*f_free)( void *vgame, void *opriv ) |
free()-function: destroy private struct for this object-instance - parameters: - vgame: private structure of the game, or NULL if not existing - opriv: private struct for this object-instance |
VG_BOOL (*f_run)( void *vgame, struct VG_Object *objp ) |
run()-function: moving object-instance (without drawing) - parameters: - vgame: private structure of the game, or NULL if not existing - objp: object-instance to move - return value: - VG_TRUE = OK - VG_FALSE = user-defined (causes vg4->object->call_run() to return VG_FALSE) |
void (*f_draw)( void *vgame, struct VG_Object *objp ) |
draw()-function: drawing object-instance - parameters: - vgame: private structure of the game, or NULL if not existing - objp: object-instance to draw |
int (*f_data)( void *vgame, struct VG_Object *objp, void *vptr ) |
data()-function: getting/setting data of this object-instance - parameters: - vgame: private structure of the game, or NULL if not existing - objp: object-instance - vptr: arbitrary parameter for getting/setting - return value: arbitrary value, but should not be -255 |
void (*f_childexit)( void *vgame, struct VG_Object *objp, struct VG_Object *child_objp ) |
childexit()-function: a child of this object-instance is being destroyed - parameters: - vgame: private structure of the game, or NULL if not existing - objp: object-instance - child_objp: child-object-instance which is being destroyed |