/* Copyright (C) Steve Rabin, 2000. * All rights reserved worldwide. * * This software is provided "as is" without express or implied * warranties. You may freely copy and compile this source into * applications you distribute provided that the copyright text * below is included in the resulting source code, for example: * "Portions Copyright (C) Steve Rabin, 2000" */ ////////////////////////////////////////////////////////////// // // Filename: game_object_db.h // // Author: Steve Rabin // E-mail: stevera@noa.nintendo.com // From the book "Game Programming Gems" // From the article "Designing a General Robust AI Engine" // // Brief Disclaimer: // This code is free to use for commercial use and is in the // public domain. You may distribute, copy, modify, or use as // is as long as this information is present. This code makes // no guarantees written or implied and is provided solely as // an example. Have a nice day! // // Purpose: // This file contains the code to deal with the game object // database. // ////////////////////////////////////////////////////////////// #ifndef _GAME_OBJECT_DB_H__ #define _GAME_OBJECT_DB_H__ #include "game_object.h" void GODBInit( void ); void GODBUpdate( void ); void GODBDraw( void ); void GODBOutputStateInfoToHUD( void ); GameObject* GODBCreateAndReturnGO( char* name ); GameObject* GODBGetHead( void ); GameObject* GODBGetGO( unsigned int unique_id ); GameObject* GODBGetGOFromName( char* name ); #endif