-#ifndef __GAMEOBJECT_HPP__
-#define __GAMEOBJECT_HPP__
+// $Id: game_object.h 2293 2005-03-25 20:39:56Z matzebraun $
+//
+// SuperTux - A Jump'n Run
+// 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
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program 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 this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#ifndef SUPERTUX_GAMEOBJECT_H
+#define SUPERTUX_GAMEOBJECT_H
#include <string>
-class DisplayManager;
+class DrawingContext;
+class ObjectRemoveListener;
/**
* Base class for all game objects. This contains functions for:
* 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
+class GameObject
{
public:
GameObject();
virtual ~GameObject();
- /** returns the name of the objecttype, this is mainly usefull for the editor.
- * For the coding part you should use C++ RTTI (ie. typeid and dynamic_cast)
- * instead.
- */
- virtual std::string type() const = 0;
/** 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.
+ * 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; }
+ {
+ return !wants_to_die;
+ }
/** schedules this object to be removed at the end of the frame */
void remove_me()
- { wants_to_die = true; }
+ {
+ 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
+#endif /*SUPERTUX_GAMEOBJECT_H*/