Source: src/include/mi_object.h


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//Middle level for objects

#ifndef CLASS_MI_OBJECT
#define CLASS_MI_OBJECT

#include 
#include 

#include 

#include "cl_gameobj.h"
#include "cl_anim.h"
//#include "cl_level.h"
#include "cl_event.h"
#include "cl_panel.h"
#include "cl_stage.h"

using namespace std;

class MI_OBJECT
{
	map 	thing;	//all objects available in game
	map	obj_id;
	map	colision_control;	//object which are affected by collision
	int			obj_id_counter; //counter of objects
	GAMEOBJ *		avatar;	//pointer to object controled by player
	BITMAP *		scr;	//canvas
	ANIM *			aimage;	//actual image pointer
//	LEVEL *			alevel;
	STAGE *			stage;
	int			gtype;		//game type
	int			grav;		//gravity
	EVENT_DRIVER *		event;	//pointer to event system
	PANEL *			panel;

	public:
	void init();
	void canvas(BITMAP *bmp);
	void actual_image(ANIM *b);
	void connect_stage(STAGE *s); //replacing actual_level a connect_level
	void connect_event(EVENT_DRIVER *e);
	void connect_panel(PANEL *p);

	int create(string name);
	void destroy(string name);
	void destroy_all();
	void remove(GAMEOBJ *p);
	void place(string name, int x, int y);
	void connect_imgkey(string name, string ik);
	void set_anim(string aname, int animated, int apos, int aspeed);
	int aply(GAMEOBJ *actor, GAMEOBJ *p);
	void prop(string name, string type, int value);
	void prop(string name, string type, string value);
	int pick_exist();
	int exist(string name);


	void connect_image(string tname, ANIM* a);
//	void connect_level(LEVEL *l);

	void draw();
	void process();

// Avatar	
	void set_avatar(string name);
	void place_avatar(int x, int y);
	void draw_avatar();
	void process_keyboard();
	void collision_avatar();
	void colision_control_add(string name, GAMEOBJ *o);
	void colision_control_del(string name);
	void colision_control_del(GAMEOBJ *o);


	void game_type(string g);
	int game_type();
	void gravity(int i);
};

#endif

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