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GameObjects.h
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/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#ifndef GAME_OBJECTS_H
#define GAME_OBJECTS_H
#include
<SDL/SDL.h>
#include
<string>
#include
<vector>
#include
<utility>
#include
<map>
#include
"Globals.h"
class
Game
;
class
Player
;
enum
GameObjectEventType
{
GameObjectEvent_PlayerWalkOn
=
1
,
GameObjectEvent_PlayerIsOn
,
GameObjectEvent_PlayerLeave
,
//unimplemented
GameObjectEvent_OnToggle
=
0x10000
,
GameObjectEvent_OnSwitchOn
=
0x10001
,
GameObjectEvent_OnSwitchOff
=
0x10002
,
};
enum
GameObjectPropertyType
{
GameObjectProperty_PlayerCanWalkOn
=
1
,
GameObjectProperty_IsSpikes
,
GameObjectProperty_Flags
,
};
enum
GameObjectBoxType
{
BoxType_Current
=
0
,
//current position
BoxType_Base
,
//base position (used in level editor)
BoxType_Previous
,
//last position
BoxType_Delta
,
//block movement since last position
BoxType_Velocity
,
//velocity if player is standing on it
};
class
GameObject
{
protected
:
SDL_Rect
box
;
public
:
int
type
;
Game
*
objParent
;
GameObject
(
Game
*
objParent
);
~
GameObject
();
virtual
SDL_Rect
getBox
(
int
boxType
=
0
);
virtual
void
show
()
=
0
;
virtual
void
saveState
();
virtual
void
loadState
();
virtual
void
reset
();
//
virtual
void
playAnimation
(
int
flags
);
virtual
void
onEvent
(
int
eventType
);
virtual
int
queryProperties
(
int
propertyType
,
Player
*
obj
);
//
virtual
void
getEditorData
(
std
::
vector
<
std
::
pair
<
std
::
string
,
std
::
string
>
>&
obj
);
virtual
void
setEditorData
(
std
::
map
<
std
::
string
,
std
::
string
>&
obj
);
virtual
void
move
();
};
#include
"Block.h"
#endif
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