// $Id$
//
// SuperTux - A Jump'n Run
-// Copyright (C) 2004 Matthias Braun <matze@braunis.de
+// Copyright (C) 2004 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
#include <string>
-class DrawingContext;
-
-/**
- * Base class for all game objects. This contains functions for:
- * -querying the actual type of the object
- * -a flag that indicates if the object wants to be removed. Objects with this
- * flag will be removed at the end of each frame. This is alot safer than
- * having some uncontrollable "delete this" in the code.
- * -an action function that is called once per frame and allows the object to
- * update it's state.
- *
- * Most GameObjects will also implement the DrawableObject interface so that
- * they can actually be drawn on screen.
- */
-class GameObject // TODO rename this once the game has been converted
-{
-public:
- GameObject();
- virtual ~GameObject();
-
- /** This function is called once per frame and allows the object to update
- * it's state. The elapsed_time is the time since the last frame and should be
- * the base for all timed things.
- */
- virtual void action(float elapsed_time) = 0;
+namespace SuperTux
+ {
- /** The GameObject should draw itself onto the provided DrawingContext if this
- * function is called.
- */
- virtual void draw(DrawingContext& context) = 0;
-
- /** returns true if the object is not scheduled to be removed yet */
- bool is_valid() const
- { return !wants_to_die; }
- /** schedules this object to be removed at the end of the frame */
- void remove_me()
- { wants_to_die = true; }
-
-private:
- /** this flag indicates if the object should be removed at the end of the
- * frame
+ class DrawingContext;
+
+ class ObjectRemoveListener;
+
+ /**
+ * Base class for all game objects. This contains functions for:
+ * -querying the actual type of the object
+ * -a flag that indicates if the object wants to be removed. Objects with this
+ * flag will be removed at the end of each frame. This is alot safer than
+ * having some uncontrollable "delete this" in the code.
+ * -an action function that is called once per frame and allows the object to
+ * update it's state.
+ *
+ * Most GameObjects will also implement the DrawableObject interface so that
+ * they can actually be drawn on screen.
*/
- bool wants_to_die;
-};
+ class GameObject
+ {
+ public:
+ GameObject();
+ virtual ~GameObject();
+
+ /** This function is called once per frame and allows the object to update
+ * it's state. The elapsed_time is the time since the last frame in
+ * seconds and should be the base for all timed calculations (don't use
+ * SDL_GetTicks directly as this will fail in pause mode)
+ */
+ virtual void action(float elapsed_time) = 0;
+
+ /** The GameObject should draw itself onto the provided DrawingContext if this
+ * function is called.
+ */
+ virtual void draw(DrawingContext& context) = 0;
+
+ /** returns true if the object is not scheduled to be removed yet */
+ bool is_valid() const
+ {
+ return !wants_to_die;
+ }
+ /** schedules this object to be removed at the end of the frame */
+ void remove_me()
+ {
+ wants_to_die = true;
+ }
+ /** registers a remove listener which will be called if the object
+ * gets removed/destroyed
+ */
+ void add_remove_listener(ObjectRemoveListener* listener)
+ {
+ RemoveListenerListEntry* entry = new RemoveListenerListEntry();
+ entry->next = remove_listeners;
+ entry->listener = listener;
+
+ remove_listeners = entry;
+ }
+
+
+ // flags
+ enum {
+ /// the tile so you can stand on it
+ FLAG_SOLID = 0x0001,
+ /// can be used to temporatily disable collision detection
+ FLAG_NO_COLLDET = 0x0002
+ };
+
+ int get_flags() const
+ {
+ return flags;
+ }
+
+ private:
+ /** this flag indicates if the object should be removed at the end of the
+ * frame
+ */
+ bool wants_to_die;
+
+ struct RemoveListenerListEntry
+ {
+ RemoveListenerListEntry* next;
+ ObjectRemoveListener* listener;
+ };
+ RemoveListenerListEntry* remove_listeners;
+
+ protected:
+ int flags;
+ };
+}
#endif /*SUPERTUX_GAMEOBJECT_H*/