[Remove] Killed my new/delete overloads in Character.h to stop KonoM from bitching at me.

This commit is contained in:
Rtch90 2012-02-01 17:52:26 +00:00
parent 1b2ea15604
commit 50a948152d

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@ -21,108 +21,108 @@ class LevelGen;
class Character { class Character {
public: public:
Character(LevelGen* mapArg); Character(LevelGen* mapArg);
~Character(void); ~Character(void);
void LoadSprites(string filename, int wArg, int hArg); void LoadSprites(string filename, int wArg, int hArg);
float GetX(void) { return x; } float GetX(void) { return x; }
float GetY(void) { return y; } float GetY(void) { return y; }
float GetWidth(void) { return w; } float GetWidth(void) { return w; }
float GetHeight(void) { return h; } float GetHeight(void) { return h; }
void SetXY(float xArg, float yArg) { x = xArg, y = yArg; } void SetXY(float xArg, float yArg) { x = xArg, y = yArg; }
void SetXVelocity(float arg) { xVel = arg; } void SetXVelocity(float arg) { xVel = arg; }
void SetYVelocity(float arg) { yVel = arg; } void SetYVelocity(float arg) { yVel = arg; }
void SetHealth(int health) { _health = health; } void SetHealth(int health) { _health = health; }
int GetHealth(void) { return _health; } int GetHealth(void) { return _health; }
int GetDirectionFacing(void) { return directionFacing; } int GetDirectionFacing(void) { return directionFacing; }
void SetDirectionFacing(int dir) { directionFacing = dir; } void SetDirectionFacing(int dir) { directionFacing = dir; }
void AddSpeachBubble(string text); void AddSpeachBubble(string text);
void Render(void); void Render(void);
void Update(void); void Update(void);
void OnAttack(void); void OnAttack(void);
inline void* operator new(size_t size) { // inline void* operator new(size_t size) {
return gMemManager.Allocate(size); // return gMemManager.Allocate(size);
} // }
//
// inline void operator delete(void* object) {
// gMemManager.Free(object);
// }
//
// inline void* operator new [](size_t size) {
// return gMemManager.Allocate(size);
// }
//
// inline void operator delete [](void* object) {
// gMemManager.Free(object);
// }
inline void operator delete(void* object) { static const int FACING_UP = 0;
gMemManager.Free(object); static const int FACING_RIGHT = 1;
} static const int FACING_DOWN = 2;
static const int FACING_LEFT = 3;
inline void* operator new [](size_t size) {
return gMemManager.Allocate(size);
}
inline void operator delete [](void* object) {
gMemManager.Free(object);
}
static const int FACING_UP = 0;
static const int FACING_RIGHT = 1;
static const int FACING_DOWN = 2;
static const int FACING_LEFT = 3;
protected: protected:
void Move(void); void Move(void);
bool CheckTileCollisions(void); bool CheckTileCollisions(void);
bool CheckEntityCollisions(void); bool CheckEntityCollisions(void);
bool CheckCharacterCollisions(void); bool CheckCharacterCollisions(void);
float x; float x;
float y; float y;
float w; float w;
float h; float h;
float xVel; float xVel;
float yVel; float yVel;
int tileX; int tileX;
int tileY; int tileY;
Timer attackTimer; Timer attackTimer;
bool attacking; bool attacking;
int _health; int _health;
LevelGen* map; LevelGen* map;
static const float CHARACTER_SPEED; static const float CHARACTER_SPEED;
int directionFacing; int directionFacing;
static const int ANIM_LEFT_FOOT = 0; static const int ANIM_LEFT_FOOT = 0;
static const int ANIM_NO_FOOT = 1; static const int ANIM_NO_FOOT = 1;
static const int ANIM_RIGHT_FOOT = 2; static const int ANIM_RIGHT_FOOT = 2;
static const int ANIM_ATTACK = 3; static const int ANIM_ATTACK = 3;
Bar _healthBar; Bar _healthBar;
Timer _healthBarDuration; Timer _healthBarDuration;
bool _showHealthBar; bool _showHealthBar;
private: private:
static const int ANIMATION_SPEED = 200; static const int ANIMATION_SPEED = 200;
static const int ATTACKING_DISPLAY_LEN = 150; static const int ATTACKING_DISPLAY_LEN = 150;
static const int SPEACH_BUBBLE_DISPLAY_LENGTH = 6000; static const int SPEACH_BUBBLE_DISPLAY_LENGTH = 6000;
SDL_Surface* _texture; SDL_Surface* _texture;
// [direction][action] // [direction][action]
SDL_Rect _sprites[4][4]; SDL_Rect _sprites[4][4];
Timer _animationTimer; Timer _animationTimer;
int _animationStage; int _animationStage;
bool _leftFoot; bool _leftFoot;
list<string> _speachBubble; list<string> _speachBubble;
list<string>::iterator _speachBubbleIter; list<string>::iterator _speachBubbleIter;
Timer _speachBubbleTimer; Timer _speachBubbleTimer;
Text _speachBubbleText; Text _speachBubbleText;
}; };