Ryan was right, Tux was firing from the head :D
[supertux.git] / src / gameobjs.h
index 69a8453..b6cec55 100644 (file)
 #include "texture.h"
 #include "timer.h"
 #include "scene.h"
+#include "physic.h"
+#include "collision.h"
+
+enum ObjectType { OBJ_NONE, OBJ_BADGUY, OBJ_TRAMPOLINE };
 
 template <class T>
 struct ObjectData
 {
   int x;
   int y;
+  ObjectType type;
   T type_specific;
 
   ObjectData(ObjectData* pobject)
-    : x((int)pobject->x), y((int)pobject->y) {};
-  ObjectData(int x_, int y_, T type_specific_) 
-    : x(x_), y(y_), type_specific(type_specific_) {};
+    : x((int)pobject->x), y((int)pobject->y), type(pobject->type), type_specific(pobject->type_specific) {};
+  ObjectData(int x_, int y_, ObjectType type_, T type_specific_) 
+    : x(x_), y(y_), type(type_), type_specific(type_specific_) {};
 
   ObjectData()
-    : x(0), y(0), type_specific() {};
+    : x(0), y(0), type(OBJ_NONE), type_specific() {};
 };
 
-struct TrampolineData
-{
-  unsigned int power;
-};
-
-
 /* Bounciness of distros: */
 #define NO_BOUNCE 0
 #define BOUNCE 1
@@ -107,6 +106,13 @@ class FloatingScore : public GameObject
   std::string type() { return "FloatingScore"; };
 };
 
+
+/* Trampoline */
+struct TrampolineData
+{
+  float power;
+};
+
 class Trampoline : public GameObject
 {
  public:
@@ -114,9 +120,73 @@ class Trampoline : public GameObject
   void action(double frame_ratio);
   void draw();
   std::string type() { return "Trampoline"; };
+
+  Trampoline(ObjectData<TrampolineData> data)
+  {
+    power = data.type_specific.power;
+
+    init(data.x, data.y);
+  };
+
+  void collision(void *p_c_object, int c_object, CollisionType type);
+
+  Physic physic;
+  enum { M_NORMAL, M_HELD } mode;
+
+ private:
+  float power;
+  unsigned int frame;
 };
 
-void load_trampoline_gfx();
+void load_object_gfx();
+
+
+class ObjectManager
+{
+ private:
+  ObjectManager();
+  ~ObjectManager();
+
+  static ObjectManager* instance_;
+
+  // XXX Objects will have to be split up into two categories:
+  //  - Drawn before tux
+  //  - Drawn after tux
+  // Eventually Player should be a part of ObjectManager
+
+  std::vector<BadGuy*> badguys;
+  std::vector<Trampoline> trampolines;
+  std::vector<BouncyDistro> bouncy_distros;
+  std::vector<BrokenBrick> broken_bricks;
+  std::vector<BouncyBrick> bouncy_bricks;
+  //std::vector<Upgrade> upgrades;
+  //std::vector<Bullet> bullets;
+
+  void load_badguys(std::string filename);
+
+ public:
+  static ObjectManager* instance() { return instance_ ? instance_ : instance_ = new ObjectManager(); }
+  static void destroy_instance() { delete instance_; instance_ = 0; }
+
+  void draw_bg();
+  void draw_fg();
+  void actions();
+  
+/*  Object* get(unsigned int id) {
+    if(id < badguys.size())
+      {
+        return badguys[id]; 
+      }
+    else
+      {
+        // Never return 0, but return the 0th tile instead so that
+        // user code doesn't have to check for NULL pointers all over
+        // the place
+        return badguys[0]; 
+      } 
+  }
+*/
+};
 
 #endif