1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215
|
/***************************************************************************
entity.cpp - description
-------------------
begin : Tue Aug 28 2001
copyright : (C) 2001 by Giuseppe D'Aqu
email : kumber@tiscalinet.it
***************************************************************************/
/***************************************************************************
* *
* 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. *
* *
***************************************************************************/
#include "dephine.h"
#include "sprite.h"
#include "entity.h"
#include "pointer.h"
int glb_curr_id=1;
Entity::Entity()
{
m_id=glb_curr_id;
glb_curr_id++;
set_speed(1);
m_just_checked=false;
}
int Entity::get_id()
{
return m_id;
}
/*
void Entity::m_set_position_x(unsigned int x)
{
if((x>=current_level->get_size_x())||(x<0))
Common_Ex::throw_common("Entity x position outside level.\n");
m_position_x=x;
// m_sprite.set_pos_x(x*k_sprite_size);
}
void Entity::m_set_position_y(unsigned int y)
{
if((y>=current_level->get_size_y())||(y<0))
Common_Ex::throw_common("Entity y position outside level.\n");
m_position_y=y;
// m_sprite.set_pos_y(y*k_sprite_size);
}
*/
unsigned int Entity::get_position_x()
{
return m_position_x;
}
unsigned int Entity::get_position_y()
{
return m_position_y;
}
/*
Entity_Type Entity::get_type()
{
//DEBOUT("Entering get_type()...\n");
return m_type;
}
*/
void Entity::set_type(Entity_Type type)
{
m_type=type;
}
void Entity::set_speed(unsigned int speed)
{
m_speed=speed;
m_sprite.set_speed(m_speed);
}
void Entity::kill()
{
m_exists=false;
// set_position(0,0);
current_level->get_entities_matrix()[m_position_x][m_position_y]=0;
}
bool Entity::set_position(unsigned int x, unsigned int y)
{
if(((x>=current_level->get_size_x())||(x<0))||((y>=current_level->get_size_y())||(y<0)))
return false;
// current_level->get_entities_matrix()[m_position_x][m_position_y]=0;
// m_set_position_x(x);
// m_set_position_y(y);
m_position_x=x;
m_position_y=y;
current_level->get_entities_matrix()[m_position_x][m_position_y]=m_id;
// current_level->set_entity(this);
return true;
}
//la funzione move() serve a scegliere la funzione adatta a muoversi
void Entity::move(Direction direction)
{
#ifdef DEBUG_MODE
if(current_level->get_entity(m_position_x, m_position_y, direction).is_referenced())
DEBOUT("Alert: moving over a referenced entity: from ("<<m_position_x<<", "<<m_position_y<<"), dir: "<<direction<<"\n");
#endif
switch(direction)
{
case UP:
move_up();
break;
case RIGHT:
move_right();
break;
case DOWN:
move_down();
break;
case LEFT:
move_left();
break;
default:
break;
}
}
//C' una funzione per ogni movimento poich poi bisogna aggiungere le animazioni
void Entity::move_up()
{
unsigned int new_position_x=m_position_x;
unsigned int new_position_y=m_position_y-1;
set_position(new_position_x, new_position_y);
m_sprite.move_to_pos(new_position_x*k_sprite_size, new_position_y*k_sprite_size);
m_sprite.set_state(SP_UP);
}
void Entity::move_down()
{
unsigned int new_position_x=m_position_x;
unsigned int new_position_y=m_position_y+1;
set_position(new_position_x, new_position_y);
m_sprite.move_to_pos(new_position_x*k_sprite_size, new_position_y*k_sprite_size);
m_sprite.set_state(SP_DOWN);
}
void Entity::move_right()
{
unsigned int new_position_x=m_position_x+1;
unsigned int new_position_y=m_position_y;
set_position(new_position_x, new_position_y);
m_sprite.move_to_pos(new_position_x*k_sprite_size, new_position_y*k_sprite_size);
m_sprite.set_state(SP_RIGHT);
}
void Entity::move_left()
{
unsigned int new_position_x=m_position_x-1;
unsigned int new_position_y=m_position_y;
set_position(new_position_x, new_position_y);
m_sprite.move_to_pos(new_position_x*k_sprite_size, new_position_y*k_sprite_size);
m_sprite.set_state(SP_LEFT);
}
/*
Sprite& Entity::get_sprite()
{
return m_sprite;
}
*/
/*
bool Entity::exists()
{
return m_exists;
}
*/
|