JNR
JNR, Engine Core

Classes

class  JR_Objects
 Level objects to be created during the Loading stage. More...
 
class  laActiveObject
 Object that can be activated by the player. More...
 
class  laAnimatedModel
 Animated 3D Model. More...
 
class  laClassFactory
 Named class factory. More...
 
class  laCollectable
 Collectable Level Object. More...
 
class  laCollider
 Collision Detection and Response. More...
 
class  laCollisionDomain
 Collision Domain. More...
 
class  laElement
 Base Class for Tileset Elements. More...
 
class  laThread
 Engine multi-threading class. More...
 
class  laEnvironment
 Engine abstract OS environment. More...
 
class  laError
 Error handling class. More...
 
class  laFace
 3D Geometry Face More...
 
class  laFame
 
class  laFightingCreature
 
class  laFileParser
 File Parser. More...
 
class  laFinal
 Level finsihing point collectable. More...
 
class  laFont
 Font and Text Drawing. More...
 
class  laGame
 Collection of laStage objects. More...
 
class  laGateway
 Gateway Level Object. More...
 
class  laInputManager
 
class  laLevel
 : JR Level More...
 
class  laLine2
 2D line segment More...
 
class  laLine3
 3D line segment More...
 
class  laLitterPools
 "Litter pools" to be used for populating laLitterBox More...
 
class  laLitterBox
 "Litter Box" Background More...
 
class  laLoadableObj
 Interface for loadable objects. More...
 
class  laModel
 Abstract Interface for 3D Models. More...
 
class  laModelHook
 Attachment of weapon or item. More...
 
class  laMonster
 Adds capabilities and percepts specific to monster creatures. More...
 
class  laMovingCreature
 Moving Creature. More...
 
class  laMultiKey
 Handling Multiple Key Presses. More...
 
class  laNamedClass
 Named class. More...
 
class  laObject
 Base Class for Level Objects. More...
 
class  laPhForce
 : Force Simulation More...
 
class  laPivot
 Dynamic Object Pivot. More...
 
class  laPlane3
 3D plane More...
 
class  laPlayer
 Playable Character. More...
 
class  laPoint2
 2D Point More...
 
class  laProgressiveTask
 Progressive Task. More...
 
class  laRect2
 2D rectangle (used by the GUI and also as a simple tool for proximity testing) More...
 
class  laTextureParams
 Texture creation parameters used by laTexture. More...
 
class  laOutline
 Object outline properties. More...
 
class  laRenderer
 Virtual interface for the Engine graphics renderer. More...
 
class  laSegment
 Terrain Semgnet. More...
 
class  laSettings
 Game Settings. More...
 
class  laSky
 Sky Background Effect. More...
 
class  laSound
 Sound Class. More...
 
class  laStage
 Base Class for Stages. More...
 
class  laStateObject
 Multi-state Level Object. More...
 
class  laStaticModel
 Static 3D Model. More...
 
class  laSystemIntegrator
 Engine Sub-systems Integrator. More...
 
class  laTexture
 2D Texture More...
 
class  laTile
 Level Terrain Building-block. More...
 
class  laTileset
 Tileset Class. More...
 
class  laTimeTrig
 Time-triggered events. More...
 
class  laTriangle3
 3D triangle face NOTE: This class has not been tested (NT) More...
 
class  stageEdit
 Level Editor Stage. More...
 
class  uiDesktop_Intro
 Level Intro/Outro Stage. More...
 
class  stageJRGame
 JR Gameplay Stage. More...
 
class  stageJRMenu
 Main Menu Stage. More...
 
class  stageLoad
 Level Loading Stage. More...
 
class  laRGB
 RGBA Color. More...
 

Macros

#define REGISTER_CLASS(class_name)   addNamedClass( new class_name() )
 Handy macro for registering named class prototype.
 
#define M_CC   unsigned char
 
#define M_ERROR_STRING_LEN   512
 
#define M_MODE_ASSERT
 
#define ASSERT(condition, str_why, ...)   if( !(condition) ) throw laError_Assert(__FUNCTION__, __FILE__, __LINE__, (str_why), __VA_ARGS__)
 
#define ERRORLEVEL_BEGIN   int _narg_=0; try{
 
#define ERRORLEVEL_END
 
#define ERRORLEVEL_ARG(val)   _narg_ = (val)
 
#define ERRORLEVEL_ARGVAL   _narg_
 
#define M_DEATHFX_DURATION   1.5
 
#define M_DEATHFX_OFFSET   (2*M_UNIT)
 
#define M_DEATHFX_ROTATION   360
 
#define M_MATTACK_TOUCH   0
 
#define M_MATTACK_MAIN   1
 
#define M_MATTACK_ALT   2
 
#define CLASS_NAME(cls)
 Handy macro for defining class names. More...
 
#define M_PLAYER_ATTACK_BASIC   0
 
#define M_PLAYER_ATTACK_QUICK   1
 
#define M_STATE_STAND   0
 
#define M_STATE_WALK   1
 
#define M_STATE_DIE   2
 
#define M_STATE_ATTACK   3
 
#define M_STATE_JUMP_U   4
 
#define M_STATE_JUMP_D   5
 
#define M_STATE_SOMERSAULT   6
 
#define M_STATE_QATTACK   7
 
#define M_STATE_BSTAND   8
 
#define M_STATE_BWALK   9
 
#define M_SNAP_RANGE   (M_UNIT*0.05)
 
#define M_SNAP_RANGE_Z   (M_UNIT*0.05)
 
#define M_TYPE_INVALID   0
 
#define M_TYPE_COMMENT   1
 
#define M_TYPE_BOOL   2
 
#define M_TYPE_INT   3
 
#define M_TYPE_DOUBLE   4
 
#define M_TYPE_POINT3   5
 
#define M_TYPE_COLOR   6
 
#define M_TYPE_TEXT   8
 
#define M_TYPE_MODEL   9
 
#define M_TYPE_FX   10
 
#define M_TYPE_ATTACK   11
 
#define M_TYPE_PLIST   12
 
#define M_TYPE_INCLUDE   13
 
#define M_SEGMENT_RENDER_MARGIN   2
 
#define M_SEGMENT_ANIMATE_MARGIN   1
 
#define M_CAMERA_ROT_SPEED   50
 
#define M_CAMERA_ROT_MUL   0.8
 
#define M_CAMERA_DIRECTIONAL_ANGLE   25
 
#define M_CAMERA_LIMIT   40
 

Functions

void laCollectable::_load_collect_fx ()
 
void laCollectable::_collect_mechanic ()
 
void laCollectable::_potion_mechanic ()
 
virtual M_BOOL laCollectable::_collect_actions ()
 
M_BOOL laCollectable::_reset_potion_icon ()
 
void laCollectable::_disable_potion_icon ()
 
M_BOOL laCollectable::forceCollect ()
 
void laCollectable::resetPotion ()
 
virtual void laCollectable::create (laPoint3 pos, rpgPotion *pPot=NULL)
 
virtual void laCollectable::respawn ()
 
virtual void laCollectable::drawGeometry (laRenderer *r, laPoint3 ptBasePos)
 
virtual void laCollectable::_drawFx_positioned (laRenderer *r)
 
virtual void laCollectable::animate (laTimer &t)
 
virtual void laCollectable::load (class laFileParser *fp)
 
const laPoint2 operator+ (const laPoint2 &pt1, const laPoint2 &pt2)
 
const laPoint2 operator- (const laPoint2 &pt1, const laPoint2 &pt2)
 
const laPoint2 operator* (const laPoint2 &pt, const double &a)
 
const laPoint2 operator/ (const laPoint2 &pt, const double &a)
 
const laPoint2 operator* (const double &a, const laPoint2 &pt)
 
const laPoint2 operator/ (const double &a, const laPoint2 &pt)
 
const laPoint3 operator+ (const laPoint3 &pt1, const laPoint3 &pt2)
 
const laPoint3 operator- (const laPoint3 &pt1, const laPoint3 &pt2)
 
const laPoint3 operator* (const laPoint3 &pt, const double &a)
 
const laPoint3 operator/ (const laPoint3 &pt, const double &a)
 
const laPoint3 operator* (const double &a, const laPoint3 &pt)
 
const laPoint3 operator/ (const double &a, const laPoint3 &pt)
 

Variables

unsigned laCollectable::_nHP
 
unsigned laCollectable::_nXP
 
M_BOOL laCollectable::_bWeapon
 
rpgItem * laCollectable::pItem
 
rpgPotionlaCollectable::_pPotion
 
M_BOOL laCollectable::_bOwnPotionObject
 
int laCollectable::_nPotionID
 
laTimeTrig laCollectable::_ttDuration
 
double laCollectable::_dPlayerDistance
 
M_BOOL laCollectable::_bTaken
 
double laCollectable::_dRotAngle
 
unsigned laCollectable::_nWaveIndex
 
fxParticleSystem laCollectable::_fxCollect
 

Detailed Description

Macro Definition Documentation

#define CLASS_NAME (   cls)
Value:
virtual std::string name() { return std::string(#cls); }; \
virtual laNamedClass* instantiate() { return new cls(); }; \
Named class.
Definition: laNamedClass.h:45

Handy macro for defining class names.

Definition at line 38 of file laNamedClass.h.

#define ERRORLEVEL_END
Value:
} \
catch(laError& err) { throw laError("-->> in %s(%d): \n%s", __FUNCTION__, _narg_, err.getText()); } \
catch(...) { throw laError("-->> (unknown error) in %s(%d)", __FUNCTION__, _narg_); }
Error handling class.
Definition: laError.h:46

Definition at line 82 of file laError.h.

#define M_ERROR_STRING_LEN   512

Error handling class, containing a textual description of the error

Author
Copyright (C) 2007-2013 Atanas Laskov, latan.nosp@m.as@g.nosp@m.mail..nosp@m.com

Definition at line 43 of file laError.h.