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/***************************************************************************
entity_falling.cpp - description
-------------------
begin : Mon Oct 1 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 "entity.h"
#include "pointer.h"
#include "entity_falling.h"
#include "entity_player.h"
#include "entity_emerald.h"
#include "entity_boulder.h"
#include "level.h"
Entity_Falling::Entity_Falling(Level* level, unsigned int x, unsigned int y)
{
current_level=level;
m_position_x=x;
m_position_y=y;
m_type=UNKNOWN;
// m_sprite=current_level.get_sprite(UNKNOWN);
m_is_falling=false;
m_exists=true;
}
Entity_Falling::Entity_Falling()
{
current_level=0;
m_position_x=0;
m_position_y=0;
m_type=UNKNOWN;
m_sprite=0;
m_is_falling=false;
m_exists=true;
}
void Entity_Falling::check_and_do()
{
if(m_just_checked==true)
{
return;
}
//HACKSOMETHINGHERE
//WIN32 complains if these are set as references,
//while in linux it runs smoothly
Ntt_pointer down_entity=current_level->get_entity(m_position_x,m_position_y, DOWN);
Ntt_pointer up_entity=current_level->get_entity(m_position_x,m_position_y, UP);
if(down_entity.is_referenced())
{
if(m_is_falling)
{
Ntt_pointer temp(*this);
m_is_falling=down_entity->smash(temp);
}
}
else
{
m_is_falling=true;
}
if(m_is_falling)
{
move(DOWN);
}
else
{
// if(((current_level->get_entity(m_position_x, m_position_y, RIGHT).is_referenced()==false)&&
// (current_level->get_entity(m_position_x,m_position_y, Direction(DOWN+RIGHT)).is_referenced()==false))||
// ((current_level->get_entity(m_position_x, m_position_y, LEFT).is_referenced()==false)&&
// (current_level->get_entity(m_position_x, m_position_y, Direction(DOWN+LEFT)).is_referenced()==false)))
if((down_entity.is_referenced())&&(down_entity->roll_on_me()))
{
Ntt_pointer upright_entity=current_level->get_entity(m_position_x,m_position_y, UPRIGHT);
Ntt_pointer upleft_entity=current_level->get_entity(m_position_x,m_position_y, UPLEFT);
if((current_level->get_entity(m_position_x, m_position_y, RIGHT).is_referenced()==false)&&
(current_level->get_entity(m_position_x,m_position_y, Direction(DOWN+RIGHT)).is_referenced()==false)&&
((upright_entity.is_referenced()==false)||
(!dynamic_cast<Entity_Falling*>(upright_entity.get_pointer()))))
{
roll(RIGHT);
}
else if((current_level->get_entity(m_position_x, m_position_y, LEFT).is_referenced()==false)&&
(current_level->get_entity(m_position_x, m_position_y, Direction(DOWN+LEFT)).is_referenced()==false)&&
((upleft_entity.is_referenced()==false)||
(!dynamic_cast<Entity_Falling*>(upleft_entity.get_pointer()))))
{
roll(LEFT);
}
}
}
if(m_is_falling==false)
{
m_sprite.set_state(SP_STOP);
}
set_position(m_position_x, m_position_y);
m_just_checked=true;
}
bool Entity_Falling::is_falling()
{
return m_is_falling;
}
void Entity_Falling::roll(Direction direction)
{
// if(current_level->get_entity_id(m_position_x, m_position_y, direction)==0)
// {
m_is_falling=true;
move(direction);
// switch(direction)
// {
// case LEFT:
// move_left();
// break;
// case RIGHT:
// move_right();
// break;
// }
//}
}
bool Entity_Falling::roll_on_me()
{
if(m_is_falling)
return false;
// m_just_checked=true;
return true;
}
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