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Scenery.h
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Scenery.h

/*
* Copyright (C) 2013 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 SCENERY_H
#define SCENERY_H
#include "GameObjects.h"
#include "ThemeManager.h"
#include <vector>
#include <SDL.h>
class Scenery: public GameObject{
private:
//Save variables for the current location of the scenery.
int xSave,ySave;
//Delta variables, if the scenery moves these must be set to the delta movement.
int dx,dy;
public:
//The ThemeBlock, kept so it can be deleted later on.
ThemeBlock internalThemeBlock;
// The pointer points to the real ThemeBlock, either point to internalThemeBlock, or a ThemeBlock in ThemeManager, or NULL.
ThemeBlock* themeBlock;
//The Appearance of the scenery.
//NOTE: We use a ThemeBlockInstance since it allows for all sorts of things like animations.
ThemeBlockInstance appearance, appearanceSave, appearanceInitial;
// The scenery name. "" means custom scenery, in this case themeBlock is pointing to internalThemeBlock
std::string sceneryName_;
// The custom scenery description, which is the text dump of the TreeStorageNode.
std::string customScenery_;
// The repeat mode.
enum RepeatMode {
DEFAULT, // Starts or ends at the position of this block (default)
NEGATIVE_INFINITY, // Starts at negative infinity
ZERO, // Starts or ends at 0
LEVEL_SIZE, // Starts or ends at level size
POSITIVE_INFINITY, // Ends at positive infinity
REPEAT_MODE_MAX,
};
// The repeat mode of this block. The value is Scenery::RepeatMode left shifted by appropriate value
// bit 0-7: x start
// bit 8-15: x end
// bit 16-23: y start
// bit 24-31: y end
unsigned int repeatMode;
//Constructor.
//objParent: Pointer to the Game object.
Scenery(Game* objParent);
//Constructor.
//objParent: Pointer to the Game object.
//x: the x coordinate
//y: the y coordinate
//w: the width
//h: the height
//sceneryName: the scenery name, "" means custom scenery block
Scenery(Game* objParent, int x, int y, int w, int h, const std::string& sceneryName);
//Desturctor.
~Scenery();
//Method to load custom scenery from customScenery_ member variable.
bool updateCustomScenery(ImageManager& imageManager, SDL_Renderer& renderer);
//Method used to draw the scenery.
//NOTE: To enable parallax scrolling, etc. use showScenery() instead.
void show(SDL_Renderer& renderer) override;
//Method used to draw the scenery.
//offsetX/Y: the offset apply to the scenery block before considering camera position.
void showScenery(SDL_Renderer& renderer, int offsetX, int offsetY);
//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) override;
//Method used to set the location of the scenery.
//NOTE: The new location isn't stored as base location.
//x: The new x location.
//y: The new y location.
virtual void setLocation(int x,int y) override;
//Save the state of the scenery so we can load it later on.
void saveState();
//Load the saved state of the scenery.
void loadState();
//Reset the scenery.
//save: Boolean if the saved state should also be deleted.
void reset(bool save);
//Play an animation.
virtual void playAnimation() override;
//Method called when there's an event.
//eventType: The type of event.
//See GameObjects.h for the eventtypes.
virtual void onEvent(int eventType) override;
//Method used to retrieve a property from the scenery.
//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) override;
//Get the editor data of the scenery.
//obj: The vector that will be filled with the editorData.
virtual void getEditorData(std::vector<std::pair<std::string,std::string> >& obj) override;
//Set the editor data of the scenery.
//obj: The new editor data.
virtual void setEditorData(std::map<std::string,std::string>& obj) override;
//Get a single property of the scenery.
//property: The property to return.
//Returns: The value for the requested property.
virtual std::string getEditorProperty(const std::string& property) override;
//Set a single property of the scenery.
//property: The property to set.
//value: The new value for the property.
virtual void setEditorProperty(const std::string& property, const std::string& value) override;
//Method for loading the Scenery object from a node.
//objNode: Pointer to the storage node to load from.
//Returns: True if it succeeds without errors.
virtual bool loadFromNode(ImageManager& imageManager,SDL_Renderer& renderer,TreeStorageNode* objNode) override;
//Method used for updating any animations.
virtual void move() override;
};
#endif

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