File: entity_flint.cpp

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/***************************************************************************
                          entity_flintstone.cpp  -  description
                             -------------------
    begin                : Fri Apr 19 2002
    copyright            : (C) 2002 by Giuseppe D'Aqui'
    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_flintstone.h"
#include "entity_player.h"


Entity_Flintstone::Entity_Flintstone(Level* level, unsigned int x, unsigned int y, Sprite& sprite)
{
	current_level=level;
	m_position_x=x;
	m_position_y=y;
	m_type=FLINTSTONE;
	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_just_checked=false;
		
}

void Entity_Flintstone::explode_all_around()
{
	kill();
	current_level->explode(m_position_x-1,m_position_y-1);
	current_level->explode(m_position_x,m_position_y-1);
	current_level->explode(m_position_x+1,m_position_y-1);
	current_level->explode(m_position_x-1,m_position_y);
	//current_level->explode(m_position_x,m_position_y, SAPPHIRE);
	current_level->explode(m_position_x+1,m_position_y);
	current_level->explode(m_position_x-1,m_position_y+1);
	current_level->explode(m_position_x,m_position_y+1);
	current_level->explode(m_position_x+1,m_position_y+1);
}


void Entity_Flintstone::check_and_do()
{
	if(m_just_checked==true)
	{
		return;
	}
	
	if(m_is_exploding==true)
	{

		explode_all_around();	
		return;
	}


	int down_entity_id=current_level->get_entity_id(m_position_x,m_position_y, DOWN);
//	if(down_entity_id!=0)
//	{
//		if(m_is_falling)
//		{
//			current_level->explode(m_position_x, m_position_y);
//		}
//	}
	bool was_falling=m_is_falling;
	Entity_Falling::check_and_do();
	
	if((was_falling==true)&&(m_is_falling==false))
	{
//		DEBOUT("Flintstone exploding at "<<m_position_x<<", "<<m_position_y<<"\n");
		current_level->explode(m_position_x, m_position_y);
	}
	
	
	m_just_checked=true;
}

bool Entity_Flintstone::pass_on_me(Direction d)
{

	if(((d==RIGHT)||(d==LEFT))&&(m_is_falling==false))
	{
		if((current_level->get_entity_id(get_position_x(), get_position_y(), d))==0)
		{
			move(d);
			m_just_checked=true;
				if((current_level->get_entity_id(get_position_x(), get_position_y(), DOWN))==0)
					m_is_falling=true;		
			return true;
		}
	}
	return false;
}

bool Entity_Flintstone::smash(Ntt_pointer& smasher)
{
	//kill();
	if(smasher->get_type()==BOULDER)
		current_level->explode(m_position_x, m_position_y);
	return false;
}

bool Entity_Flintstone::explode()
{
	
//	if(m_just_checked==false)
//		m_just_checked=true;
//	else
//		explode_all_around();
	if(m_just_checked==true)
	{
		m_is_exploding=true;
	}
	else
	{
		m_is_exploding=true;
		m_just_checked=true;
	}

			

	return true;
}