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diff --git a/src/Block.cpp b/src/Block.cpp
index f97bbe8..c9b1441 100644
--- a/src/Block.cpp
+++ b/src/Block.cpp
@@ -1,842 +1,857 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me And My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GameObjects.h"
#include "Game.h"
#include "Player.h"
#include "Block.h"
#include "Functions.h"
#include "Globals.h"
#include <iostream>
#include <stdlib.h>
#include <stdio.h>
using namespace std;
Block::Block(int x,int y,int type,Game* parent):
GameObject(parent),
temp(0),
tempSave(0),
flags(0),
flagsSave(0),
dx(0),
xSave(0),
dy(0),
ySave(0),
loop(true),
editorFlags(0)
{
//First set the location and size of the box.
//The default size is 50x50.
box.x=x;
box.y=y;
box.w=50;
box.h=50;
//Also set the
boxBase.x=x;
boxBase.y=y;
//Set the type.
this->type=type;
//Some types need type specific code.
if(type==TYPE_START_PLAYER){
//This is the player start so set the player here.
//We center the player, the player is 23px wide.
parent->player.setPosition(box.x+(box.w-23)/2,box.y);
parent->player.fx=box.x+(box.w-23)/2;
parent->player.fy=box.y;
}else if(type==TYPE_START_SHADOW){
//This is the shadow start so set the shadow here.
//We center the shadow, the shadow is 23px wide.
parent->shadow.setPosition(box.x+(box.w-23)/2,box.y);
parent->shadow.fx=box.x+(box.w-23)/2;
parent->shadow.fy=box.y;
}
objCurrentStand=NULL;
inAir=true;
xVel=yVel=xVelBase=yVelBase=0;
//And load the appearance.
objThemes.getBlock(type)->createInstance(&appearance);
}
Block::~Block(){}
void Block::show(){
//Check if the block is visible.
if(checkCollision(camera,box)==true || (stateID==STATE_LEVEL_EDITOR && checkCollision(camera,boxBase)==true)){
SDL_Rect r={0,0,50,50};
//What we need to draw depends on the type of block.
switch(type){
case TYPE_CHECKPOINT:
//Check if the checkpoint is last used.
if(parent!=NULL && parent->objLastCheckPoint==this){
if(!temp) appearance.changeState("activated");
temp=1;
}else{
if(temp) appearance.changeState("default");
temp=0;
}
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
if(temp){
r.x=50-temp;
r.w=temp;
appearance.draw(screen,box.x-camera.x-50+temp,box.y-camera.y,&r);
r.x=0;
r.w=50-temp;
appearance.draw(screen,box.x-camera.x+temp,box.y-camera.y,&r);
return;
}
break;
case TYPE_NOTIFICATION_BLOCK:
if(message.empty()==false){
appearance.draw(screen, box.x - camera.x, box.y - camera.y);
return;
}
break;
}
//Always draw the base.
appearance.drawState("base", screen, boxBase.x - camera.x, boxBase.y - camera.y);
//Now draw normal.
appearance.draw(screen, box.x - camera.x, box.y - camera.y);
//Some types need to draw something on top of the base/default.
switch(type){
case TYPE_BUTTON:
if(flags&4){
if(temp<5) temp++;
}else{
if(temp>0) temp--;
}
appearance.drawState("button",screen,box.x-camera.x,box.y-camera.y-5+temp);
break;
}
}
}
SDL_Rect Block::getBox(int boxType){
SDL_Rect r={0,0,0,0};
switch(boxType){
case BoxType_Base:
return boxBase;
case BoxType_Previous:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_PUSHABLE:
r.x=box.x-dx;
r.y=box.y-dy;
r.w=box.w;
r.h=box.h;
return r;
}
return box;
case BoxType_Delta:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_PUSHABLE:
r.x=dx;
r.y=dy;
break;
}
return r;
case BoxType_Velocity:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_PUSHABLE:
r.x=dx;
r.y=dy;
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
r.x=(flags&1)?0:dx;
break;
}
return r;
case BoxType_Current:
return box;
}
return r;
}
void Block::setPosition(int x,int y){
box.x=x;
box.y=y;
boxBase.x=x;
boxBase.y=y;
}
void Block::saveState(){
tempSave=temp;
flagsSave=flags;
xSave=box.x-boxBase.x;
ySave=box.y-boxBase.y;
appearance.saveAnimation();
+
+ //In case of a pushable block we need to save some more.
+ if(type==TYPE_PUSHABLE){
+ xVelSave=xVel;
+ yVelSave=yVel;
+ xVelBaseSave=xVelBase;
+ yVelBaseSave=yVelBase;
+ }
}
void Block::loadState(){
temp=tempSave;
flags=flagsSave;
switch(type){
+ case TYPE_PUSHABLE:
+ xVel=xVelSave;
+ yVel=yVelSave;
+ xVelBase=xVelBaseSave;
+ yVelBase=yVelBaseSave;
+ //NOTE: Fallthrough is intended.
case TYPE_MOVING_BLOCK:
- case TYPE_MOVING_SHADOW_BLOCK:
+ case TYPE_MOVING_SHADOW_BLOCK: //FIXME: Shouldn't moving spikes be here as well (???)
box.x=boxBase.x+xSave;
box.y=boxBase.y+ySave;
break;
}
appearance.loadAnimation();
}
void Block::reset(bool save){
//We need to reset so we clear the temp and saves.
if(save){
temp=tempSave=xSave=ySave=0;
flags=flagsSave=editorFlags;
}else{
temp=0;
flags=editorFlags;
}
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_PUSHABLE:
box.x=boxBase.x;
box.y=boxBase.y;
break;
}
+ xVel=yVel=xVelBase=yVelBase=0;
//Also reset the appearance.
appearance.resetAnimation(save);
appearance.changeState("default");
//If it's a fragile block we need to update the appearance.
switch(type){
case TYPE_FRAGILE:
{
const char* s=(flags==0)?"default":((flags==1)?"fragile1":((flags==2)?"fragile2":"fragile3"));
appearance.changeState(s);
}
break;
}
}
void Block::playAnimation(int flags){
//TODO Why int flags????
switch(type){
case TYPE_SWAP:
appearance.changeState("activated");
break;
case TYPE_SWITCH:
temp^=1;
appearance.changeState(temp?"activated":"default");
break;
}
}
void Block::onEvent(int eventType){
//Iterator used to check if the map contains certain entries.
map<int,Script>::iterator it;
//Check if the data contains the id block.
it=scripts.find(eventType);
if(it!=scripts.end()){
//Set the id of the block.
getScriptExecutor()->executeScript(scripts[eventType]);
return;
}
//Event handling.
switch(eventType){
case GameObjectEvent_PlayerWalkOn:
switch(type){
case TYPE_FRAGILE:
flags++;
{
const char* s=(flags==0)?"default":((flags==1)?"fragile1":((flags==2)?"fragile2":"fragile3"));
appearance.changeState(s);
}
break;
}
break;
case GameObjectEvent_PlayerIsOn:
switch(type){
case TYPE_BUTTON:
dx=1;
break;
}
break;
case GameObjectEvent_OnToggle:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
flags^=1;
break;
case TYPE_PORTAL:
appearance.changeState("activated");
break;
case TYPE_COLLECTABLE:
appearance.changeState("inactive");
flags=1;
break;
}
break;
case GameObjectEvent_OnSwitchOn:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
flags&=~1;
break;
case TYPE_EXIT:
appearance.changeState("default");
break;
}
break;
case GameObjectEvent_OnSwitchOff:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
flags|=1;
break;
case TYPE_EXIT:
appearance.changeState("closed");
break;
}
break;
}
}
int Block::queryProperties(int propertyType,Player* obj){
switch(propertyType){
case GameObjectProperty_PlayerCanWalkOn:
switch(type){
case TYPE_BLOCK:
case TYPE_MOVING_BLOCK:
case TYPE_CONVEYOR_BELT:
case TYPE_BUTTON:
case TYPE_PUSHABLE:
return 1;
case TYPE_SHADOW_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_SHADOW_CONVEYOR_BELT:
if(obj!=NULL && obj->isShadow()) return 1;
break;
case TYPE_FRAGILE:
if(flags<3) return 1;
break;
}
break;
case GameObjectProperty_IsSpikes:
switch(type){
case TYPE_SPIKES:
case TYPE_MOVING_SPIKES:
return 1;
}
break;
case GameObjectProperty_Flags:
return flags;
break;
default:
break;
}
return 0;
}
void Block::getEditorData(std::vector<std::pair<std::string,std::string> >& obj){
//Every block has an id.
obj.push_back(pair<string,string>("id",id));
//Block specific properties.
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
char s[64],s0[64];
sprintf(s,"%d",(int)movingPos.size());
obj.push_back(pair<string,string>("MovingPosCount",s));
obj.push_back(pair<string,string>("disabled",(editorFlags&0x1)?"1":"0"));
obj.push_back(pair<string,string>("loop",loop?"1":"0"));
for(unsigned int i=0;i<movingPos.size();i++){
sprintf(s0+1,"%d",i);
sprintf(s,"%d",movingPos[i].x);
s0[0]='x';
obj.push_back(pair<string,string>(s0,s));
sprintf(s,"%d",movingPos[i].y);
s0[0]='y';
obj.push_back(pair<string,string>(s0,s));
sprintf(s,"%d",movingPos[i].w);
s0[0]='t';
obj.push_back(pair<string,string>(s0,s));
}
}
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
{
char s[64];
obj.push_back(pair<string,string>("disabled",(editorFlags&0x1)?"1":"0"));
sprintf(s,"%d",dx);
obj.push_back(pair<string,string>("speed",s));
}
break;
case TYPE_PORTAL:
obj.push_back(pair<string,string>("automatic",(editorFlags&0x1)?"1":"0"));
obj.push_back(pair<string,string>("destination",destination));
break;
case TYPE_BUTTON:
case TYPE_SWITCH:
{
string s;
switch(editorFlags&0x3){
case 1:
s="on";
break;
case 2:
s="off";
break;
default:
s="toggle";
break;
}
obj.push_back(pair<string,string>("behaviour",s));
}
break;
case TYPE_NOTIFICATION_BLOCK:
{
string value=message;
//Change \n with the characters '\n'.
while(value.find('\n',0)!=string::npos){
size_t pos=value.find('\n',0);
value=value.replace(pos,1,"\\n");
}
obj.push_back(pair<string,string>("message",value));
}
break;
case TYPE_FRAGILE:
{
char s[64];
sprintf(s,"%d",editorFlags);
obj.push_back(pair<string,string>("state",s));
}
break;
}
}
void Block::setEditorData(std::map<std::string,std::string>& obj){
//Iterator used to check if the map contains certain entries.
map<string,string>::iterator it;
//Check if the data contains the id block.
it=obj.find("id");
if(it!=obj.end()){
//Set the id of the block.
id=obj["id"];
}
//Block specific properties.
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Make sure that the editor data contains MovingPosCount.
it=obj.find("MovingPosCount");
if(it!=obj.end()){
char s0[64];
int m=0;
m=atoi(obj["MovingPosCount"].c_str());
movingPos.clear();
for(int i=0;i<m;i++){
SDL_Rect r={0,0,0,0};
sprintf(s0+1,"%d",i);
s0[0]='x';
r.x=atoi(obj[s0].c_str());
s0[0]='y';
r.y=atoi(obj[s0].c_str());
s0[0]='t';
r.w=atoi(obj[s0].c_str());
movingPos.push_back(r);
}
}
//Check if the disabled key is in the data.
it=obj.find("disabled");
if(it!=obj.end()){
string s=obj["disabled"];
editorFlags=0;
if(s=="true" || atoi(s.c_str())) editorFlags|=0x1;
flags=flagsSave=editorFlags;
}
//Check if the loop key is in the data.
it=obj.find("loop");
if(it!=obj.end()){
string s=obj["loop"];
loop=false;
if(s=="true" || atoi(s.c_str()))
loop=true;
}
}
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
{
//Check if there's a speed key in the editor data.
it=obj.find("speed");
if(it!=obj.end()){
dx=atoi(obj["speed"].c_str());
}
//Check if the disabled key is in the data.
it=obj.find("disabled");
if(it!=obj.end()){
string s=obj["disabled"];
editorFlags=0;
if(s=="true" || atoi(s.c_str())) editorFlags|=0x1;
flags=flagsSave=editorFlags;
}
}
break;
case TYPE_PORTAL:
{
//Check if the automatic key is in the data.
it=obj.find("automatic");
if(it!=obj.end()){
string s=obj["automatic"];
editorFlags=0;
if(s=="true" || atoi(s.c_str())) editorFlags|=0x1;
flags=flagsSave=editorFlags;
}
//Check if the destination key is in the data.
it=obj.find("destination");
if(it!=obj.end()){
destination=obj["destination"];
}
}
break;
case TYPE_BUTTON:
case TYPE_SWITCH:
{
//Check if the behaviour key is in the data.
it=obj.find("behaviour");
if(it!=obj.end()){
string s=obj["behaviour"];
editorFlags=0;
if(s=="on" || s==_("On")) editorFlags|=1;
else if(s=="off" || s==_("Off")) editorFlags|=2;
flags=flagsSave=editorFlags;
}
}
break;
case TYPE_NOTIFICATION_BLOCK:
{
//Check if the message key is in the data.
it=obj.find("message");
if(it!=obj.end()){
message=obj["message"];
//Change the characters '\n' to a real \n
while(message.find("\\n")!=string::npos){
message=message.replace(message.find("\\n"),2,"\n");
}
}
}
break;
case TYPE_FRAGILE:
{
//Check if the status is in the data.
it=obj.find("state");
if(it!=obj.end()){
editorFlags=atoi(obj["state"].c_str());
flags=editorFlags;
{
const char* s=(flags==0)?"default":((flags==1)?"fragile1":((flags==2)?"fragile2":"fragile3"));
appearance.changeState(s);
}
}
}
}
}
/*//debug
int block_test_count=-1;
bool block_test_only=false;*/
void Block::move(){
appearance.updateAnimation();
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
/*//debug
if(block_test_only || parent->time==416){
cout<<"Time:"<<(parent->time)<<" Recorded:"<<block_test_count<<" Coord:"<<box.x<<","<<box.y<<endl;
block_test_only=false;
}*/
if(!(flags&0x1)) temp++;
int t=temp;
SDL_Rect r0={0,0,0,0},r1;
dx=0;
dy=0;
for(unsigned int i=0;i<movingPos.size();i++){
r1.x=movingPos[i].x;
r1.y=movingPos[i].y;
r1.w=movingPos[i].w;
if(t==0&&r1.w==0){
r1.w=1;
flags|=0x1;
}
if(t>=0 && t<(int)r1.w){
int newX=boxBase.x+(int)(float(r0.x)+(float(r1.x)-float(r0.x))*float(t)/float(r1.w));
int newY=boxBase.y+(int)(float(r0.y)+(float(r1.y)-float(r0.y))*float(t)/float(r1.w));
dx=newX-box.x;
dy=newY-box.y;
box.x=newX;
box.y=newY;
return;
}else if(t==(int)r1.w){
//If the time is the time of the movingPosition then set it equal to the location.
//We do this to prevent a slight edge between normal blocks and moving blocks.
int newX=boxBase.x+r1.x;
int newY=boxBase.y+r1.y;
dx=newX-box.x;
dy=newY-box.y;
box.x=newX;
box.y=newY;
return;
}
t-=r1.w;
r0.x=r1.x;
r0.y=r1.y;
}
//Only reset the stuff when we're looping.
if(loop){
temp=0;
if(!movingPos.empty() && movingPos.back().x==0 && movingPos.back().y==0){
dx=boxBase.x-box.x;
dy=boxBase.y-box.y;
}
box.x=boxBase.x;
box.y=boxBase.y;
}
}
break;
case TYPE_BUTTON:
{
int new_flags=dx?4:0;
if((flags^new_flags)&4){
flags=(flags&~4)|new_flags;
if(parent && (new_flags || (flags&3)==0)){
//Make sure that id isn't empty.
if(!id.empty()){
parent->broadcastObjectEvent(0x10000|(flags&3),-1,id.c_str());
}else{
cerr<<"Warning: invalid button id!"<<endl;
}
}
}
dx=0;
}
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
if((flags&1)==0){
temp=(temp+dx)%50;
if(temp<0) temp+=50;
}
break;
case TYPE_PUSHABLE:
{
objCurrentStand=NULL;
if(inAir==true){
yVel+=1;
//Cap fall speed to 13.
if(yVel>13){
yVel=13;
}
}
//An array that will hold all the GameObjects that are involved in the collision/movement.
vector<GameObject*> objects;
//Determine the collision frame.
SDL_Rect frame={box.x,box.y,box.w,box.h};
//Keep the horizontal movement of the player in mind.
if(xVel+xVelBase>=0) {
frame.w+=(xVel+xVelBase);
}else{
frame.x+=(xVel+xVelBase);
frame.w-=(xVel+xVelBase);
}
//And the vertical movement.
if(yVel+yVelBase>=0) {
frame.h+=(yVel+yVelBase);
}else{
frame.y+=(yVel+yVelBase);
frame.h-=(yVel+yVelBase);
}
//Loop through the game objects.
for(unsigned int o=0; o<parent->levelObjects.size(); o++){
//Check if the player can collide with this game object.
//NOTE: As opposed to the player and the shadow, pushable blocks can collide with spikes.
if(!parent->levelObjects[o]->queryProperties(GameObjectProperty_PlayerCanWalkOn,NULL)
&& !(parent->levelObjects[o]->type==TYPE_SPIKES || parent->levelObjects[o]->type==TYPE_MOVING_SPIKES))
continue;
if(parent->levelObjects[o]==this)
continue;
//Check if the block is inside the frame.
if(checkCollision(frame,parent->levelObjects[o]->getBox())){
objects.push_back(parent->levelObjects[o]);
continue;
}
//Additional checks need to be made for moving blocks.
if(parent->levelObjects[o]->type==TYPE_MOVING_BLOCK || parent->levelObjects[o]->type==TYPE_MOVING_SHADOW_BLOCK || parent->levelObjects[o]->type==TYPE_MOVING_SPIKES) {
//Check the movement of these blocks to see if they will collide.
SDL_Rect v=parent->levelObjects[o]->getBox(BoxType_Velocity);
SDL_Rect r=parent->levelObjects[o]->getBox();
r.x+=v.x;
r.y+=v.y;
if(checkCollision(frame,r)) {
objects.push_back(parent->levelObjects[o]);
}
}
}
//The current location of the player, used to set the player back if he's squashed to prevent displacement.
int lastX=box.x;
int lastY=box.y;
//Move the player.
box.x+=xVel;
//Loop through the objects related to the (horizontal) collision/movement.
for(unsigned int o=0; o<objects.size(); o++){
//Get the collision box of the levelobject.
SDL_Rect r=objects[o]->getBox();
//Check collision with the player.
//NOTE: Although the object is inside the collision frame we need to check if it collides with the player box (xVel applied).
if(checkCollision(box,r)){
//We have collision, get the velocity of the box.
SDL_Rect v=objects[o]->getBox(BoxType_Delta);
//Check on which side of the box the player is.
if(box.x + box.w/2 <= r.x + r.w/2){
//The left side of the block.
if(xVel+xVelBase>v.x){
if(box.x>r.x-box.w){
if(objects[o]->type==TYPE_PUSHABLE){
//box.x=r.x-box.w+(xVel+xVelBase)/2;
(dynamic_cast<Block*>(objects[o]))->xVel=(xVel+xVelBase)/2;
}
box.x=r.x-box.w;
}
}
}else{
//The right side of the block.
if(xVel+xVelBase<v.x){
if(box.x<r.x+r.w){
if(objects[o]->type==TYPE_PUSHABLE){
//box.x=r.x-box.w+(xVel+xVelBase)/2;
(dynamic_cast<Block*>(objects[o]))->xVel=(xVel+xVelBase)/2;
}
box.x=r.x+r.w;
}
}
}
}
}
//Now apply the yVel. (gravity, jumping, etc..)
box.y+=yVel;
//Assume we are in air and are able to move unless proven otherwise (???).
inAir=true;
//Loop through all the objects related to the (vertical) collision/movement.
for(unsigned int o=0; o<objects.size(); o++){
//Get the collision box of the levelobject.
SDL_Rect r=objects[o]->getBox();
//NOTE: Although the object is inside the collision frame we need to check if it collides with the player box (yVel applied).
if(checkCollision(box,r)){
//Get the velocity of the gameobject.
SDL_Rect v=objects[o]->getBox(BoxType_Delta);
//Check which side of the object the player is.
if(box.y+box.h/2<=r.y+r.h/2){
if(yVel>=v.y || yVel>=0){
inAir=false;
box.y=r.y-box.h;
yVel=1;
objCurrentStand=objects[o];
}
}else{
//FIXME: The player can have a yVel of 0 and get squashed if he is standing on the other.
if(yVel<=v.y+1){
yVel=v.y>0?v.y:0;
if(box.y<r.y+r.h){
box.y=r.y+r.h;
}
}
}
}
}
dx=box.x-lastX;
dy=box.y-lastY;
xVel=0;
}
break;
}
}
diff --git a/src/Block.h b/src/Block.h
index bb162f7..8a4c30c 100644
--- a/src/Block.h
+++ b/src/Block.h
@@ -1,143 +1,146 @@
/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef BLOCK_H
#define BLOCK_H
#include "GameObjects.h"
#include "Globals.h"
#include "ThemeManager.h"
#include "ScriptExecutor.h"
#include <vector>
#include <SDL/SDL.h>
class Block: public GameObject{
private:
//The Appearance of the block.
ThemeBlockInstance appearance;
//Integer that a block can use for all sorts of things.
int temp;
//The save for temp when the state of the block is saved.
int tempSave;
//flags:
//moving object 0x1=disabled
//button bit0-1=behavior 0x4=pressed
//switch bit0-1=behavior
int flags;
//The save for flags when the state of the block is saved.
int flagsSave;
- //Following is for moving blocks.
//The starting place for moving blocks.
SDL_Rect boxBase;
//Vector containing the poisitions of the moving block.
std::vector<SDL_Rect> movingPos;
int dx;
int xSave;
int dy;
int ySave;
//Boolean if the moving block loops his movement.
//Default value is true.
bool loop;
//Following is for the pushable block.
GameObject* objCurrentStand;
//Flags of the block for the editor.
//moving object 0x1=disabled
//portal 0x1=automatic
//fragile =state
int editorFlags;
public:
//Follwing is for pushable block.
bool inAir;
int xVel,yVel;
int xVelBase,yVelBase;
+ //The save variables for each of the above.
+ bool inAirSave;
+ int xVelSave,yVelSave;
+ int xVelBaseSave,yVelBaseSave;
//The id of the block.
std::string id;
//String containing the id of the destination for portals.
std::string destination;
//String containing the message of the notification block.
std::string message;
//The map that holds a script for every event.
map<int,Script> scripts;
//Constructor.
//x: The x location of the block.
//y: The y location of the block.
//objParent: Pointer to the Game object.
Block(int x,int y,int type,Game* objParent);
//Desturctor.
~Block();
//Method used to draw the block.
void show();
//Returns the box of a given type.
//boxType: The type of box that should be returned.
//See GameObjects.h for the types.
//Returns: The box.
virtual SDL_Rect getBox(int boxType=BoxType_Current);
//Method used to set the location of the block.
//It will set the base box x and y location.
//x: The new x location.
//y: The new y location.
virtual void setPosition(int x,int y);
//Save the state of the block so we can load it later on.
virtual void saveState();
//Load the saved state of the block so.
virtual void loadState();
//Reset the block.
//save: Boolean if the saved state should also be deleted.
virtual void reset(bool save);
//Play an animation.
//flags: TODO???
virtual void playAnimation(int flags);
//Method called when there's an event.
//eventType: The type of event.
//See GameObjects.h for the eventtypes.
virtual void onEvent(int eventType);
//Method used to retrieve a property from the block.
//propertyType: The type of property requested.
//See GameObjects.h for the properties.
//obj: Pointer to the player.
//Returns: Integer containing the value of the property.
virtual int queryProperties(int propertyType,Player* obj);
//Get the editor data of the block.
//obj: The vector that will be filled with the editorData.
virtual void getEditorData(std::vector<std::pair<std::string,std::string> >& obj);
//Set the editor data of the block.
//obj: The new editor data.
virtual void setEditorData(std::map<std::string,std::string>& obj);
//Method used for updating moving blocks or elements of blocks.
virtual void move();
};
#endif

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