// $Id$
//
// SuperTux
-// Copyright (C) 2004 SuperTux Development Team, see AUTHORS for details
+// Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
+// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
//
// 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.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
#ifndef SUPERTUX_GAMEOBJS_H
#define SUPERTUX_GAMEOBJS_H
#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), 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(OBJ_NONE), type_specific() {};
+};
/* Bounciness of distros: */
#define NO_BOUNCE 0
#define BOUNCE 1
-class BouncyDistro
+class BouncyDistro : public GameObject
{
public:
- base_type base;
void init(float x, float y);
void action(double frame_ratio);
void draw();
+ std::string type() { return "BouncyDistro"; };
};
-extern texture_type img_distro[4];
+extern Surface* img_distro[4];
#define BOUNCY_BRICK_MAX_OFFSET 8
#define BOUNCY_BRICK_SPEED 0.9
class Tile;
-class BrokenBrick
+class BrokenBrick : public GameObject
{
public:
- base_type base;
Timer timer;
Tile* tile;
void init(Tile* tile, float x, float y, float xm, float ym);
void action(double frame_ratio);
void draw();
+ std::string type() { return "BrokenBrick"; };
};
-class BouncyBrick
+class BouncyBrick : public GameObject
{
public:
float offset;
float offset_m;
int shape;
- base_type base;
void init(float x, float y);
void action(double frame_ratio);
void draw();
+ std::string type() { return "BouncyBrick"; };
};
-class FloatingScore
+class FloatingScore : public GameObject
{
public:
int value;
Timer timer;
- base_type base;
void init(float x, float y, int s);
void action(double frame_ratio);
void draw();
+ std::string type() { return "FloatingScore"; };
+};
+
+
+/* Trampoline */
+struct TrampolineData
+{
+ float power;
+};
+
+class Trampoline : public GameObject
+{
+ public:
+ void init(float x, float y);
+ 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_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
/* Local Variables: */
/* mode:c++ */
-/* End */
+/* End: */