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- /***************************************************************************
- * moving_platform.h - header for the corresponding cpp file
- *
- * Copyright (C) 2005 - 2008 Florian Richter
- ***************************************************************************/
- /*
- 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 3 of the License, or
- (at your option) any later version.
-
- You should have received a copy of the GNU General Public License
- along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #ifndef SMC_MOVING_PLATFORM_H
- #define SMC_MOVING_PLATFORM_H
-
- #include "../core/globals.h"
- #include "../objects/objectsprite.h"
-
-
- /* *** *** *** *** *** *** *** *** Moving Platform states *** *** *** *** *** *** *** *** *** */
-
- enum Moving_Platform_State
- {
- PLATFORM_STAY = 0,
- PLATFORM_TOUCHED = 1,
- PLATFORM_SHAKE = 2,
- PLATFORM_FALL = 3
- };
-
- /* *** *** *** *** *** *** cMoving_Platform *** *** *** *** *** *** *** *** *** *** *** */
-
- /* todo :
- * - platform type : static(current) and rotating
- */
- class cMoving_Platform : public cImageObjectSprite
- {
- public:
- // constructor
- cMoving_Platform( float x, float y );
- // create from stream
- cMoving_Platform( CEGUI::XMLAttributes &attributes );
- // destructor
- ~cMoving_Platform( void );
-
- // init defaults
- void Init( void );
- // copy
- virtual cMoving_Platform *Copy( void );
-
- // create from stream
- virtual void Create_from_Stream( CEGUI::XMLAttributes &attributes );
- // save to stream
- virtual void Save_to_Stream( ofstream &file );
-
- // load from savegame
- virtual void Load_from_Savegame( cSave_Level_Object *save_object );
- // save to savegame
- virtual cSave_Level_Object *Save_to_Savegame( void );
-
- // Set Massive Type
- virtual void Set_Massive_Type( MassiveType mtype );
- // Set Direction
- void Set_Direction( ObjectDirection dir, bool new_start_direction = 0 );
- // Set Max Distance
- void Set_Max_Distance( int nmax_distance );
- // Set the Speed
- void Set_Speed( float val );
- // Set time when touched until it starts shaking
- void Set_Touch_Time( float val );
- // Set time it's shaking until falling
- void Set_Shake_Time( float val );
- /* Set time when touched until it starts moving
- * if set to 0 automatically moves
- */
- void Set_Touch_Move_Time( float val );
-
- // Set the middle image count
- void Set_Middle_Count( int val );
- // set image
- void Set_Image_Top_Left( GL_Surface *surface );
- void Set_Image_Top_Middle( GL_Surface *surface );
- void Set_Image_Top_Right( GL_Surface *surface );
-
- // update
- virtual void Update( void );
- // draw
- virtual void Draw( cSurfaceRequest *request /* = NULL */ );
-
- // Update rect
- void Update_Rect( void );
- // Update velocity
- void Update_Velocity( void );
-
- // ignore onground check
- virtual void Check_on_Ground( void ) {};
-
- // if update is valid for the current state
- virtual bool Is_Update_Valid( void );
-
- /* Validate the given collision object
- * returns 1 if an internal collision with this object is valid
- * returns 2 if the given object collides with this object (blocking)
- */
- virtual unsigned int Validate_Collision( cSprite *obj );
- // collision from player
- virtual void Handle_Collision_Player( cObjectCollision *collision );
-
- // leveleditor activation
- virtual void Editor_Activate( void );
- // leveleditor events
- bool Editor_Max_Distance_Key( const CEGUI::EventArgs &event ); // editor max distance key up
- bool Editor_Speed_Key( const CEGUI::EventArgs &event ); // editor speed key up
- bool Editor_Hor_Middle_Count_Key( const CEGUI::EventArgs &event ); // editor horizontal middle image count key up
- bool Editor_Image_Top_Left_Key( const CEGUI::EventArgs &event ); // editor image top left key up
- bool Editor_Image_Top_Middle_Key( const CEGUI::EventArgs &event ); // editor image top middle key up
- bool Editor_Image_Top_Right_Key( const CEGUI::EventArgs &event ); // editor image top right key up
- bool Editor_Touch_Time_Key( const CEGUI::EventArgs &event ); // editor touch time key up
- bool Editor_Shake_Time_Key( const CEGUI::EventArgs &event ); // editor shaking time key up
- bool Editor_Touch_Move_Time_Key( const CEGUI::EventArgs &event ); // editor touch moving time key up
-
- // current direction
- ObjectDirection moving_direction;
- // moving speed
- float speed;
- // max moving distance
- int max_distance;
- // count the middle image is used
- unsigned int middle_count;
-
- // internal platform state
- Moving_Platform_State platform_state;
-
- // time when touched until it starts shaking
- float touch_time;
- // time since the platform got touched
- float touch_counter;
- // time it's shaking until falling
- float shake_time;
- // time since shaking started
- float shake_counter;
- // shaking direction counter
- float shake_dir_counter;
- // time when touched until it starts moving
- float touch_move_time;
-
- private:
- // Create the Name from the current settings
- void Create_Name( void );
- };
-
- /* *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** */
-
- #endif
-