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/***************************************************************************
entity.h - description
-------------------
begin : Wed Aug 15 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 "direction.h"
#include "entity_type.h"
#include "level.h"
#include "pointer.h"
#include "sprite.h"
#ifndef ENTITY_H
#define ENTITY_H
//Abstract class Entity is the base for creating whatever game object
class Entity
{
private:
void m_set_position_x(unsigned int x);
void m_set_position_y(unsigned int y);
protected:
bool m_just_checked;
int m_id;
Entity_Type m_type;
unsigned int m_position_x;
unsigned int m_position_y;
unsigned int m_speed;
Sprite m_sprite;
//true if player can pass it
// bool m_is_passable;
//True if an entity exists - not used
bool m_exists;
Level* current_level;
public:
Entity();
int get_id();
unsigned int get_position_x();
unsigned int get_position_y();
Entity_Type get_type()
{return m_type;};
Sprite& get_sprite()
{
return m_sprite;
}
void set_speed(unsigned int speed);
void set_checked(bool check){m_just_checked=check;};
// bool is_passable();
void set_type(Entity_Type type);
//moving function: calls the correct move_<dir>() function
void move(Direction direction);
bool set_position(unsigned int x, unsigned int y);
// Moving functions - one for every direction
void move_up();
void move_down();
void move_right();
void move_left();
bool exists(){return m_exists;};
void kill();
// Virtual functions
// this function need to be overloaded in the derivative classes.
//It is called by Game::move_all() for every existing object
//and generally it contains some checks and calling to moving_functions
virtual void check_and_do()=0;
virtual bool pass_on_me(Direction d=STOP)=0;
virtual bool smash(Ntt_pointer&)=0;
virtual bool explode()=0;
virtual bool roll_on_me()=0;
};
#endif //ENTITY_H
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