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/***************************************************************************
entity_emerald.cpp - description
-------------------
begin : Thu Sep 20 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 "entity_emerald.h"
#include "entity_player.h"
#include "entity_falling.h"
Entity_Emerald::Entity_Emerald(Level* level,unsigned int x, unsigned int y, Sprite& sprite)
{
current_level=level;
m_position_x=x;
m_position_y=y;
m_type=EMERALD;
m_sprite=(sprite);
(m_sprite).set_pos_x(m_position_x*k_sprite_size);
(m_sprite).set_pos_y(m_position_y*k_sprite_size);
m_sprite.set_state(SP_STOP);
m_is_falling=false;
m_exists=true;
m_value=1;
}
void Entity_Emerald::check_and_do()
{
bool was_falling=m_is_falling;
Entity_Falling::check_and_do();
if((was_falling==true)&&(m_is_falling==false))
{
current_level->get_sample(SFX_EMERALD_FALL)->play();
}
}
bool Entity_Emerald::pass_on_me(Direction d)
{
//DEBOUT("Entering Entity_Emerald::pass_on_me()\n");
//BEGIN
//gameplay hack
//code to avoid player to eat from a column of falling emeralds
if(m_is_falling==true)
return false;
int up_entity_id=current_level->get_entity_id(m_position_x, m_position_y, UP);
if(up_entity_id!=0)
{
Ntt_pointer up_entity=current_level->get_entity(up_entity_id);
Entity_Falling* up_fall_entity=dynamic_cast<Entity_Falling*>(up_entity.get_pointer());
if((up_fall_entity)&&(up_fall_entity->is_falling()))
return false;
}
//END
current_level->get_player().inc_score(m_value);
current_level->get_sample(SFX_EMERALD_EAT)->play();
kill();
return true;
}
bool Entity_Emerald::explode()
{
kill();
return true;
}
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