/* $Id: scriptable_object.hpp 1195 2006-01-07 10:37:52Z grumbel $ ** __ __ __ ___ __ __ __ __ ** / \ / \__| ____ __| _/_______/ |_|__| | | | ____ ** \ \/\/ / |/ \ / __ |/ ___/\ __\ | | | | _/ __ \ ** \ /| | | \/ /_/ |\___ \ | | | | |_| |_\ ___/ ** \__/\ / |__|___| /\____ /____ > |__| |__|____/____/\___ > ** \/ \/ \/ \/ \/ ** Copyright (C) 2005 Ingo Ruhnke ** ** 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 HEADER_SCRIPTABLEOBJECT_HXX #define HEADER_SCRIPTABLEOBJECT_HXX #include #include "entity.hpp" #include "lisp/lisp.hpp" #include "sprite2d/sprite.hpp" /** Can represent any generic object that the player may see or interact with that does not require collision physics or specialized C++ code. For example doors, trains, signs, objects you can pick up, and animations. TODO: should this provide optional collision detection such that you can use it to make crates etc? Or perhaps another object should derive from this which adds collision detection? */ class ScriptableObject : public Entity { private: Sprite sprite; Sprite light; Sprite highlight; float z_pos; //useable stuff std::string use_script; //movement stuff float target_x; float target_y; float target_speed; float acceleration; //flashing stuff float flash_speed; float flash_delta; protected: void move(float delta); void flash(); public: ScriptableObject(FileReader& reader); virtual ~ScriptableObject(); void draw (SceneContext& sc); void update (float delta); void use(); void move_to(float x, float y, float arg_target_speed, float arg_acceleration); void start_flash(float speed); }; #endif /* EOF */