File: character.cpp

package info (click to toggle)
kapman 4:20.12.1-1
  • links: PTS, VCS
  • area: main
  • in suites: bullseye, sid
  • size: 3,588 kB
  • sloc: cpp: 2,793; xml: 208; makefile: 8; sh: 2
file content (250 lines) | stat: -rw-r--r-- 8,166 bytes parent folder | download
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
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
/*
 * Copyright 2007-2008 Thomas Gallinari <tg8187@yahoo.fr>
 * Copyright 2007-2008 Pierre-BenoƮt Besse <besse.pb@gmail.com>
 *
 * 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.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */

#include "character.h"

#include <KgDifficulty>

const qreal Character::LOW_SPEED = 3.75;
const qreal Character::MEDIUM_SPEED = 4.5;
const qreal Character::HIGH_SPEED = 5.25;
const qreal Character::LOW_SPEED_INC = 0.005;
const qreal Character::MEDIUM_SPEED_INC = 0.01;
const qreal Character::HIGH_SPEED_INC = 0.02;

Character::Character(qreal p_x, qreal p_y, Maze *p_maze) : Element(p_x, p_y, p_maze), m_xSpeed(0), m_ySpeed(0)
{
    initSpeed();
    m_maxSpeed = m_normalSpeed; // To avoid bugs, but will be overridden in the Ghost and Kapman constructors
}

Character::~Character()
{
}

void Character::move()
{
    // Take care of the Maze borders
    if (m_maze->getColFromX(m_x + m_xSpeed) == 0) {                                 // First column
        m_x = (m_maze->getNbColumns() - 1.5) * Cell::SIZE;
    } else if (m_maze->getColFromX(m_x + m_xSpeed) == m_maze->getNbColumns() - 1) { // Last column
        m_x = 1.5 * Cell::SIZE;
    } else if (m_maze->getRowFromY(m_y + m_ySpeed) == 0) {                          // First row
        m_y = (m_maze->getNbRows() - 1.5) * Cell::SIZE;
    } else if (m_maze->getRowFromY(m_y + m_ySpeed) == m_maze->getNbRows() - 1) {    // Last row
        m_y = 1.5 * Cell::SIZE;
    }
    // Move the Character
    m_x += m_xSpeed;
    m_y += m_ySpeed;
    Q_EMIT moved(m_x, m_y);
}

void Character::die()
{
    Q_EMIT eaten();
}

qreal Character::getXSpeed() const
{
    return m_xSpeed;
}

qreal Character::getYSpeed() const
{
    return m_ySpeed;
}

qreal Character::getSpeed() const
{
    return m_speed;
}

qreal Character::getNormalSpeed() const
{
    return m_normalSpeed;
}

void Character::setXSpeed(qreal p_xSpeed)
{
    m_xSpeed = p_xSpeed;
}

void Character::setYSpeed(qreal p_ySpeed)
{
    m_ySpeed = p_ySpeed;
}

void Character::initSpeed()
{
    // Kapman speed increase when level up
    switch ((int) Kg::difficultyLevel()) {
    case KgDifficultyLevel::Easy:
        m_normalSpeed = Character::LOW_SPEED;
        break;
    case KgDifficultyLevel::Medium:
        m_normalSpeed = Character::MEDIUM_SPEED;
        break;
    case KgDifficultyLevel::Hard:
        m_normalSpeed = Character::HIGH_SPEED;
        break;
    }
    m_speed = m_normalSpeed;
}

void Character::increaseCharactersSpeed()
{
    m_normalSpeed += m_normalSpeed * m_speedIncrease;
    // Do not have a speed over the max allowed speed
    if (m_normalSpeed > m_maxSpeed) {
        m_normalSpeed = m_maxSpeed;
    }
    m_speed = m_normalSpeed;
}

bool Character::isInLineSight(Character *p_character)
{
    int curCallerRow;       // The current row of the Character
    int curCallerCol;       // The current column of the Character
    int curCharacterRow;    // The current row of the other Character
    int curCharacterCol;    // The current column of the other Character

    curCallerRow = m_maze->getRowFromY(m_y);
    curCallerCol = m_maze->getColFromX(m_x);
    curCharacterRow = m_maze->getRowFromY(p_character->getY());
    curCharacterCol = m_maze->getColFromX(p_character->getX());

    // If the two Characters are on the same row
    if (curCallerRow == curCharacterRow) {
        // If The Character is on the right of the other one and goes to the left
        if (curCallerCol > curCharacterCol && m_xSpeed < 0) {
            // Check there is a wall between them
            for (int i = curCharacterCol; i < curCallerCol; ++i) {
                if (m_maze->getCell(curCallerRow, i).getType() != Cell::CORRIDOR) {
                    return false;
                }
            }
            // If not, the other Character is in the line sight
            return true;
            // If the Character is on the left of the other one and goes to the right
        } else if (curCallerCol < curCharacterCol && m_xSpeed > 0) {
            // Check there is a wall between them
            for (int i = curCallerCol; i < curCharacterCol; ++i) {
                if (m_maze->getCell(curCallerRow, i).getType() != Cell::CORRIDOR) {
                    return false;
                }
            }
            // If not, the other Character is in the line sight
            return true;
        }
        // If the two Characters are on the same column
    } else if (curCallerCol == curCharacterCol) {
        // If The Character is on the bottom of the other one and goes up
        if (curCallerRow > curCharacterRow && m_ySpeed < 0) {
            // Check there is a wall between them
            for (int i = curCharacterRow; i < curCallerRow; ++i) {
                if (m_maze->getCell(i, curCallerCol).getType() != Cell::CORRIDOR) {
                    return false;
                }
            }
            // If not, the other Character is in the line sight
            return true;
            // If the Character is on the top of the other one and goes down
        } else if (curCallerRow < curCharacterRow && m_ySpeed > 0) {
            // Check there is a wall between them
            for (int i = curCallerRow; i < curCharacterRow; ++i) {
                if (m_maze->getCell(i, curCallerCol).getType() != Cell::CORRIDOR) {
                    return false;
                }
            }
            // If not, the other Character is in the line sight
            return true;
        }
    }
    // If the two Characters are not on the same row or column, they are not in the line of sight
    return false;
}

Cell Character::getNextCell()
{
    Cell nextCell;
    // Get the current cell coordinates from the character coordinates
    int curCellRow = m_maze->getRowFromY(m_y);
    int curCellCol = m_maze->getColFromX(m_x);

    // Get the next cell function of the character direction
    if (m_xSpeed > 0) {
        nextCell = m_maze->getCell(curCellRow, curCellCol + 1);
    } else if (m_xSpeed < 0) {
        nextCell = m_maze->getCell(curCellRow, curCellCol - 1);
    } else if (m_ySpeed > 0) {
        nextCell = m_maze->getCell(curCellRow + 1, curCellCol);
    } else if (m_ySpeed < 0) {
        nextCell = m_maze->getCell(curCellRow - 1, curCellCol);
    }

    return nextCell;
}

bool Character::onCenter()
{
    // Get the current cell center coordinates
    qreal centerX = (m_maze->getColFromX(m_x) + 0.5) * Cell::SIZE;
    qreal centerY = (m_maze->getRowFromY(m_y) + 0.5) * Cell::SIZE;
    bool willGoPast = false;

    // Will the character go past the center of the cell it's on ?
    // If goes right
    if (m_xSpeed > 0) {
        willGoPast = (m_x <= centerX && m_x + m_xSpeed >= centerX);
    }
    // If goes left
    else if (m_xSpeed < 0) {
        willGoPast = (m_x >= centerX && m_x + m_xSpeed <= centerX);
    }
    // If goes down
    else if (m_ySpeed > 0) {
        willGoPast = (m_y <= centerY && m_y + m_ySpeed >= centerY);
    }
    // If goes up
    else if (m_ySpeed < 0) {
        willGoPast = (m_y >= centerY && m_y + m_ySpeed <= centerY);
    }
    // If does not moe
    else {
        willGoPast = (m_x == centerX && m_y == centerY);
    }

    return willGoPast;
}

bool Character::isOnCenter()
{
    // Get the current cell center coordinates
    qreal centerX = (m_maze->getColFromX(m_x) + 0.5) * Cell::SIZE;
    qreal centerY = (m_maze->getRowFromY(m_y) + 0.5) * Cell::SIZE;

    return m_x == centerX && m_y == centerY;
}


void Character::moveOnCenter()
{
    setX((m_maze->getColFromX(m_x) + 0.5) * Cell::SIZE);
    setY((m_maze->getRowFromY(m_y) + 0.5) * Cell::SIZE);
}