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Hero.h
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#ifndef HERO_H
#define HERO_H
#include "GrafObj.h"
#include <windows.h>
#include "GLee.h"
#include <GL/glut.h>
#include <stdlib.h>
#include <string>
#include <iostream>
#include <fstream>
#include <stdio.h>
#include <stdlib.h>
#include <sstream>
#include <vector>
#include "Material.h"
#include "Item.h"
#include "Lights.h"
#include "Model3ds.h"
#include "Weapon.h"
#include "Mount.h"
using namespace std;
class Hero : public GrafObj
{
public:
Hero();
~Hero();
char* infotext;
GLint experience;
GLint level;
GLint next_experience;
GLfloat m_rotation;
GLfloat rotace_orbu;
void draw();
void rotate();
void xp(int howmany);
void up();
void down();
void left();
void right();
void drawAttack();
void onCollision(int x1,int z1, int x2, int z2);
void playAttack();
void PlayInfo();
void rotateOrb();
void onKilledEnemy();
void QuestCheck(GLint max_items,GLint max_kills);
void getDefault();
void onCollectedItem();
void mount();
bool CollisionItemDetection(int x1,int z1, int x2, int z2);
bool CollisionEnemyDetection(int x1,int z1, int x2, int z2);
bool active_attack;
bool CollisionWallDetection(int x1,int z1, int x2, int z2,int collisionSize);
bool questComplete;
bool show;
private:
void info(char *string , void * font, int x, int y, float r, float g, float b);
void calculate_leveling();
GLUquadricObj *quadratic;
GLint attack_counter;
GLuint show_counter;
GLint size;
unsigned char orientation;
Item* m_orb;
Lights* m_orblight;
Model3ds* m_cape;
Model3ds* m_body;
Model3ds* m_foot;
Model3ds* m_secondary_cape;
Model3ds* m_head;
Weapon* m_weapon;
Lights* svetlo;
Mount* m_mount;
bool mounted;
GLint killedEnemies;
GLint CollectedItems;
GLfloat krok;
};
#endif // HERO_H