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/*
** ClanLib SDK
** Copyright (c) 1997-2005 The ClanLib Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
** Note: Some of the libraries ClanLib may link to may have additional
** requirements or restrictions.
**
** File Author(s):
**
** Magnus Norddahl
** (if your name is missing here, please add it)
*/
#include "precomp.h"
#include "gameobject_moving.h"
#include "world.h"
/////////////////////////////////////////////////////////////////////////////
// GameObject_Moving construction:
GameObject_Moving::GameObject_Moving(int x, int y, World *world)
: world(world), x(float(x)), y(float(y)), dest_x(x), dest_y(y), speed(1.0f)
{
}
GameObject_Moving::~GameObject_Moving()
{
}
/////////////////////////////////////////////////////////////////////////////
// GameObject_Moving attributes:
/////////////////////////////////////////////////////////////////////////////
// GameObject_Moving operations:
bool GameObject_Moving::move(float time_elapsed)
{
bool big_move = true;
int bug = 0;
do
{
bug++;
if (bug > 10) break; // something is broken!
big_move = true;
float delta_x = dest_x-x;
if (fabs(delta_x) < time_elapsed*speed)
{
x = (float)dest_x;
}
else if (delta_x>0)
{
x += time_elapsed*speed;
}
else
{
x -= time_elapsed*speed;
}
float delta_y = dest_y-y;
if (fabs(delta_y) < time_elapsed*speed)
{
y = (float)dest_y;
}
else if (delta_y>0)
{
y += time_elapsed*speed;
}
else
{
y -= time_elapsed*speed;
}
if (
fabs(delta_x) < time_elapsed*speed &&
fabs(delta_y) < time_elapsed*speed)
{
if (delta_x < delta_y) time_elapsed -= fabs(delta_y)/speed;
else time_elapsed -= fabs(delta_x)/speed;
big_move = !event_reached_dest();
}
} while (!big_move);
return true;
}
/////////////////////////////////////////////////////////////////////////////
// GameObject_Moving implementation:
bool GameObject_Moving::verify_move(int dx, int dy)
{
if (world->map->get_tile_type(dest_x + dx, dest_y + dy) != Map::tile_wall) return true;
return false;
}
bool GameObject_Moving::do_move(int dx, int dy)
{
if (verify_move(dx,dy) == false) return false;
dest_x += dx;
dest_y += dy;
return true;
}
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