-/*
- * Entity.h
- *
- * Created on: Sep 29, 2012
- * Author: holy
- */
-
#ifndef MAP_ENTITY_H_
#define MAP_ENTITY_H_
/// interact with the player.
class Entity {
+public:
+ static const int TYPE_ID = 605;
+
public:
Entity();
~Entity() { }
/// Add monsters. This will cause the entity to be Hostile() and result in a
/// battle scene with given monsters when touched.
- void SetMonsters(battle::Monster *m, int num) { monsters = m; numMonsters = num; }
- battle::Monster *MonstersBegin() { return monsters; }
- battle::Monster *MonstersEnd() { return monsters + numMonsters; }
+ void SetMonsters(battle::Monster **m, int num) { monsters = m; numMonsters = num; }
+ battle::Monster **MonstersBegin() { return monsters; }
+ battle::Monster **MonstersEnd() { return monsters + numMonsters; }
/// Get an entity that should follow in this one's steps or 0 if none.
Entity *Follower() { return follower; }
const graphics::Animation *animation;
const graphics::Sprite *sprite;
battle::PartyLayout *partyLayout;
- battle::Monster *monsters;
+ battle::Monster **monsters;
int numMonsters;
graphics::AnimationRunner runner;
geometry::Vector<int> spriteOffset;