3 #include "../battle/Monster.h"
4 #include "../battle/PartyLayout.h"
5 #include "../graphics/Animation.h"
6 #include "../graphics/Sprite.h"
7 #include "../loader/Interpreter.h"
8 #include "../loader/TypeDescription.h"
10 using battle::Monster;
11 using battle::PartyLayout;
12 using graphics::Animation;
13 using graphics::Sprite;
14 using geometry::Vector;
15 using loader::FieldDescription;
16 using loader::Interpreter;
17 using loader::TypeDescription;
28 , orientation(ORIENTATION_NORTH)
31 runner.SetFrameShift(1);
35 void Entity::SetOrientation(Orientation o) {
39 runner.SetColOffset(orientation);
43 void Entity::SetSpeed(float s) {
49 void Entity::StartAnimation(app::Application &ctrl) {
53 void Entity::StartAnimation(app::State &ctrl) {
57 void Entity::StopAnimation() {
62 void Entity::SetHandsFree() {
63 runner.SetRowOffset(0);
66 void Entity::SetCarrying() {
67 runner.SetRowOffset(2);
70 void Entity::SetPushing() {
71 runner.SetRowOffset(4);
75 void Entity::AddFollower(Entity *f) {
77 follower->AddFollower(f);
83 void Entity::RemoveFollower(Entity *f) {
85 follower = follower->follower;
86 } else if (follower) {
87 follower->RemoveFollower(f);
91 void Entity::SetAnimation(const graphics::Animation *a) {
93 runner.ChangeAnimation(animation);
95 sprite = animation->GetSprite();
100 void Entity::UpdateVelocity() {
102 velocity = Vector<float>();
105 switch (orientation) {
106 case ORIENTATION_NORTH:
107 velocity = Vector<float>(0.0f, -speed);
109 case ORIENTATION_EAST:
110 velocity = Vector<float>(speed, 0.0f);
112 case ORIENTATION_SOUTH:
113 velocity = Vector<float>(0.0f, speed);
115 case ORIENTATION_WEST:
116 velocity = Vector<float>(-speed, 0.0f);
122 bool Entity::TileLock(const geometry::Vector<int> &tileSize) const {
123 // TODO: change position to point to the top-left corner of a tile
124 Vector<int> tilePosition(position);
125 return (tilePosition.X() % tileSize.X() == 0) && (tilePosition.Y() % tileSize.Y() == 0);
129 void Entity::Update(float deltaT) {
130 position += velocity * deltaT;
134 void Entity::Render(SDL_Surface *dest, const Vector<int> &offset) const {
135 // TODO: configurable sprite offsets
136 if (runner.Running()) {
137 runner.Draw(dest, offset + position + spriteOffset);
139 sprite->Draw(dest, offset + position + spriteOffset, CanTurn() ? orientation : 0);
144 void Entity::CreateTypeDescription() {
147 TypeDescription &td(TypeDescription::Create(TYPE_ID, "Entity"));
148 td.SetConstructor(&Construct);
150 td.SetSize(sizeof(Entity));
152 td.AddField("animation", FieldDescription(((char *)&e.animation) - ((char *)&e), Animation::TYPE_ID).SetReferenced());
153 td.AddField("sprite", FieldDescription(((char *)&e.sprite) - ((char *)&e), Sprite::TYPE_ID).SetReferenced());
154 td.AddField("partyLayout", FieldDescription(((char *)&e.partyLayout) - ((char *)&e), PartyLayout::TYPE_ID).SetReferenced());
155 td.AddField("monsters", FieldDescription(((char *)&e.monsters) - ((char *)&e), Monster::TYPE_ID).SetReferenced().SetAggregate());
156 td.AddField("spriteOffset", FieldDescription(((char *)&e.spriteOffset) - ((char *)&e), Interpreter::VECTOR_ID));
157 td.AddField("position", FieldDescription(((char *)&e.tilePosition) - ((char *)&e), Interpreter::VECTOR_ID));
158 td.AddField("flags", FieldDescription(((char *)&e.flags) - ((char *)&e), Interpreter::NUMBER_ID));
161 void Entity::Construct(void *data) {
165 void Entity::Load(void *data) {
166 Entity *entity(reinterpret_cast<Entity *>(data));
167 if (entity->animation) {
168 entity->runner.ChangeAnimation(entity->animation);
169 if (!entity->sprite) {
170 entity->sprite = entity->animation->GetSprite();