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Copy pathBlockObject.h
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66 lines (51 loc) · 1.91 KB
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#ifndef BLOCK_OBJECT_H
#define BLOCK_OBJECT_H
#include "BR5Model.h"
#include "Entity.h"
#include "LUA/LUAEffect.h"
/*
Represents an object that resides no a block. That can be either
a static (non action object): training room rod, prison bars,
gold... or a dynamic (action) object: traps...
*/
namespace game_objects
{
namespace block_objects
{
class CBlockObject: public CEntity
{
public:
CBlockObject(std::string name, cml::vector3f position, loaders::CBR5Model *model, GLfloat rotateY = 0.0f);
~CBlockObject();
virtual GLvoid drawModel(GLfloat deltaTime = 1.0f);
virtual GLvoid drawEffect();
virtual std::string getName();
virtual std::string getEffectName();
virtual std::string getClassName();
virtual GLfloat getRotateY();
virtual loaders::CBR5Model *getModel();
virtual LUA_effects::CLUAEffect *getEffect();
virtual GLvoid setName(std::string name);
virtual GLvoid setRotateY(GLfloat rotateY);
virtual GLvoid setModel(loaders::CBR5Model *model);
virtual GLvoid setEffect(LUA_effects::CLUAEffect *effect);
virtual GLvoid setEffectName(std::string effectName);
virtual GLvoid setClassName(std::string className);
GLvoid setMarked(bool marked);
bool isMarked();
protected:
std::string name, // name for the model resource
effectName, // name for the effect resource
className; // not a must to use. only some object use this (traps)
// every block object MUST have a model (that's why the model param is in the constructor)
loaders::CBR5Model *model;
// every block object may have an effect
LUA_effects::CLUAEffect *effect;
// used for statues in the temple
GLfloat rotateY;
// is true, the object will get deleted upon room selling and similar
bool marked;
};
};
};
#endif // BLOCK_OBJECT_H