-/*
- * Entity.cpp
- *
- * Created on: Sep 29, 2012
- * Author: holy
- */
-
#include "Entity.h"
+#include "../battle/Monster.h"
+#include "../battle/PartyLayout.h"
+#include "../graphics/Animation.h"
+#include "../graphics/Sprite.h"
+#include "../loader/Interpreter.h"
#include "../loader/TypeDescription.h"
-using geometry::Vector;
+using battle::Monster;
+using battle::PartyLayout;
+using graphics::Animation;
+using graphics::Sprite;
+using math::Fixed;
+using math::Vector;
using loader::FieldDescription;
+using loader::Interpreter;
using loader::TypeDescription;
namespace map {
, partyLayout(0)
, monsters(0)
, numMonsters(0)
+, direction(ORIENTATION_NORTH)
, orientation(ORIENTATION_NORTH)
, speed(0)
, flags(0) {
void Entity::SetOrientation(Orientation o) {
orientation = o;
- UpdateVelocity();
if (CanTurn()) {
- runner.SetColOffset(orientation);
+ runner.SetColOffset(o);
}
}
-void Entity::SetSpeed(float s) {
+void Entity::SetDirection(Orientation o) {
+ direction = o;
+ UpdateVelocity();
+ SetOrientation(o);
+}
+
+void Entity::SetSpeed(Fixed<8> s) {
speed = s;
UpdateVelocity();
}
void Entity::UpdateVelocity() {
- if (speed == 0.0f) {
- velocity = Vector<float>();
+ if (speed == 0) {
+ velocity = Vector<Fixed<8> >();
return;
}
- switch (orientation) {
+ switch (direction) {
case ORIENTATION_NORTH:
- velocity = Vector<float>(0.0f, -speed);
+ velocity = Vector<Fixed<8> >(0, -speed);
break;
case ORIENTATION_EAST:
- velocity = Vector<float>(speed, 0.0f);
+ velocity = Vector<Fixed<8> >(speed, 0);
break;
case ORIENTATION_SOUTH:
- velocity = Vector<float>(0.0f, speed);
+ velocity = Vector<Fixed<8> >(0, speed);
break;
case ORIENTATION_WEST:
- velocity = Vector<float>(-speed, 0.0f);
+ velocity = Vector<Fixed<8> >(-speed, 0);
break;
}
}
-bool Entity::TileLock(const geometry::Vector<int> &tileSize) const {
- // TODO: change position to point to the top-left corner of a tile
- Vector<int> tilePosition(position);
- return (tilePosition.X() % tileSize.X() == 0) && (tilePosition.Y() % tileSize.Y() == 0);
+bool Entity::TileLock(const math::Vector<int> &tileSize) const {
+ Vector<int> tilePosition(ToInt(position));
+ return tilePosition % tileSize == Vector<int>();
}
-void Entity::Update(float deltaT) {
+void Entity::Update(Uint32 deltaT) {
position += velocity * deltaT;
}
void Entity::Render(SDL_Surface *dest, const Vector<int> &offset) const {
- // TODO: configurable sprite offsets
if (runner.Running()) {
- runner.Draw(dest, offset + position + spriteOffset);
+ runner.Draw(dest, offset + ToInt(position) + spriteOffset);
} else {
- sprite->Draw(dest, offset + position + spriteOffset, CanTurn() ? orientation : 0);
+ sprite->Draw(dest, offset + ToInt(position) + spriteOffset, CanTurn() ? orientation : 0);
}
}
void Entity::CreateTypeDescription() {
Entity e;
- int animationId(TypeDescription::GetTypeId("Animation"));
- int monsterId(TypeDescription::GetTypeId("Monster"));
- int numberId(TypeDescription::GetTypeId("Number"));
- int partyLayoutId(TypeDescription::GetTypeId("PartyLayout"));
- int spriteId(TypeDescription::GetTypeId("Sprite"));
- int vectorId(TypeDescription::GetTypeId("Vector"));
-
- TypeDescription &td(TypeDescription::CreateOrGet("Entity"));
+ TypeDescription &td(TypeDescription::Create(TYPE_ID, "Entity"));
td.SetConstructor(&Construct);
td.SetLoader(&Load);
td.SetSize(sizeof(Entity));
- td.AddField("animation", FieldDescription(((char *)&e.animation) - ((char *)&e), animationId).SetReferenced());
- td.AddField("sprite", FieldDescription(((char *)&e.sprite) - ((char *)&e), spriteId).SetReferenced());
- td.AddField("partyLayout", FieldDescription(((char *)&e.partyLayout) - ((char *)&e), partyLayoutId).SetReferenced());
- td.AddField("monsters", FieldDescription(((char *)&e.monsters) - ((char *)&e), monsterId).SetReferenced().SetAggregate());
- td.AddField("spriteOffset", FieldDescription(((char *)&e.spriteOffset) - ((char *)&e), vectorId));
- td.AddField("position", FieldDescription(((char *)&e.tilePosition) - ((char *)&e), vectorId));
- td.AddField("flags", FieldDescription(((char *)&e.flags) - ((char *)&e), numberId));
+ td.AddField("animation", FieldDescription(((char *)&e.animation) - ((char *)&e), Animation::TYPE_ID).SetReferenced());
+ td.AddField("sprite", FieldDescription(((char *)&e.sprite) - ((char *)&e), Sprite::TYPE_ID).SetReferenced());
+ td.AddField("partyLayout", FieldDescription(((char *)&e.partyLayout) - ((char *)&e), PartyLayout::TYPE_ID).SetReferenced());
+ td.AddField("monsters", FieldDescription(((char *)&e.monsters) - ((char *)&e), Monster::TYPE_ID).SetReferenced().SetAggregate());
+ td.AddField("spriteOffset", FieldDescription(((char *)&e.spriteOffset) - ((char *)&e), Interpreter::VECTOR_ID));
+ td.AddField("position", FieldDescription(((char *)&e.tilePosition) - ((char *)&e), Interpreter::VECTOR_ID));
+ td.AddField("flags", FieldDescription(((char *)&e.flags) - ((char *)&e), Interpreter::NUMBER_ID));
}
void Entity::Construct(void *data) {