iCelEntity Struct Reference
This is an entity in the CEL layer at the PL (physical layer) side. More...
#include <physicallayer/entity.h>
Public Member Functions | |
virtual iCelBehaviour * | GetBehaviour ()=0 |
Get the behaviour layer entity associated with this entity. | |
virtual uint | GetID () const =0 |
Return the (unique) ID of the entity. | |
virtual const char * | GetName () const =0 |
Get the name of this entity. | |
virtual iCelPropertyClassList * | GetPropertyClassList ()=0 |
Get the list of property classes. | |
virtual iObject * | QueryObject ()=0 |
Get the iObject for this entity (if supported). | |
virtual void | SetBehaviour (iCelBehaviour *behaviour)=0 |
Set the behaviour layer entity associated with this entity. | |
virtual void | SetID (uint n)=0 |
Set the (unique) ID of the entity. | |
virtual void | SetName (const char *n)=0 |
Set the name of this entity. |
Detailed Description
This is an entity in the CEL layer at the PL (physical layer) side.Every object in the game is represented by an entity. The entity system allows the game programmer (using CEL) to speak to game objects in a consistent manner. Examples of entities are the player, the world itself, creates, a candle, objects in general and items.
Entities are generally created, and destroyed, as required by the Physical Layer at the request of the Behaviour Layer.
Definition at line 43 of file entity.h.
Member Function Documentation
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Get the behaviour layer entity associated with this entity.
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Return the (unique) ID of the entity.
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Get the name of this entity.
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Get the list of property classes.
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Get the iObject for this entity (if supported).
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Set the behaviour layer entity associated with this entity.
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Set the (unique) ID of the entity. @@ UGLY! This should be removed as soon as we find another solution for this problem!!!! See history.txt entry of 23-Jan-2003.
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Set the name of this entity.
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The documentation for this struct was generated from the following file:
- physicallayer/entity.h
Generated for CEL: Crystal Entity Layer by doxygen 1.4.6