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Block.h
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/*
* 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 <vector>
#include <SDL/SDL.h>
class Game;
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;
//Flags of the block for the editor.
//moving object 0x1=disabled
//portal 0x1=automatic
//fragile =state
int editorFlags;
public:
//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;
//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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