#ifndef MAP_ENTITY_H_
#define MAP_ENTITY_H_
+#include "../battle/fwd.h"
+#include "../battle/Monster.h"
#include "../geometry/Vector.h"
#include "../graphics/fwd.h"
#include "../graphics/Animation.h"
namespace map {
+/// An entity that can be placed on a map, moved around, animated, and possibly
+/// interact with the player.
class Entity {
public:
ORIENTATION_SOUTH = 2,
ORIENTATION_WEST = 3,
};
+ enum Flags {
+ FLAG_NONBLOCKING = 0x01,
+ FLAG_PUSHABLE = 0x02,
+ FLAG_FIXED_ORIENTATION = 0x04,
+ };
public:
+ /// Pixel resolved position of the entity's top left corner on the map.
geometry::Vector<float> &Position() { return position; }
const geometry::Vector<float> &Position() const { return position; }
+ /// Velocity of the entity in pixels per second.
geometry::Vector<float> &Velocity() { return velocity; }
const geometry::Vector<float> &Velocity() const { return velocity; }
+ /// Offset of the entity's sprite's to left corner relative to Position().
+ geometry::Vector<int> &SpriteOffset() { return spriteOffset; }
+ const geometry::Vector<int> &SpriteOffset() const { return spriteOffset; }
+
+ /// Reset the entity to the stored tile coordinates (usually set when
+ /// loading game data).
+ void ResetPosition(const geometry::Vector<int> &tileSize) { position = tilePosition * tileSize; }
+
+ /// Set the animation to use for animated entities.
+ /// For orientable entities, the animation should have north, south, east,
+ /// and west sprites at offsets (0,0), (1,0), (2,0), and (3,0) respectively.
+ /// If the entity can carry, row offset 2 is used.
+ /// If the entity can push, row offset 4 is used.
void SetAnimation(const graphics::Animation *a);
- void StartAnimation(app::Application &ctrl) { runner.Start(ctrl); }
- void StartAnimation(app::State &ctrl) { runner.Start(ctrl); }
- void StopAnimation() { runner.Stop(); }
+ /// Start the animation on a global timer.
+ void StartAnimation(app::Application &ctrl);
+ /// Start the animation on a state timer.
+ void StartAnimation(app::State &ctrl);
+ /// Stop the animation.
+ void StopAnimation();
+ /// Check if an animation is running.
bool AnimationRunning() const { return runner.Running(); }
+ /// Set the sprite used for the non-animated state.
+ /// For orientable entities, the sprite should have north, south, east, and
+ /// west sprites at offsets (0,0), (1,0), (2,0), and (3,0) respectively.
+ void SetSprite(const graphics::Sprite *s) { sprite = s; }
+
+ /// Change the entity's orientation to given one.
+ /// If the entity is moving, velocity is changed accordingly.
void SetOrientation(Orientation);
Orientation GetOrientation() const { return orientation; }
+ /// Set the entity's speed in pixels per second.
+ /// This speed is then combined with the orientation to form a velocity.
void SetSpeed(float);
- bool TileLock(int width, int height) const;
-
+ /// Change to a natural, relaxed animation state (row offset 0).
+ void SetHandsFree();
+ /// Change animation to represent a carrying thingamabob (row offset 2).
+ void SetCarrying();
+ /// Set a pushy animation state (row offset 4).
+ void SetPushing();
+
+ /// Set some basic boolean properties.
+ /// Parameter should be a combination from the Flags enum.
+ void SetFlags(int f) { flags = f; }
+ /// Check if the entity is blocking other entities from occupying its tile.
+ bool Blocking() const { return !(flags & FLAG_NONBLOCKING); }
+ /// Check if a battle should be launched when stepping onto a neighboring
+ /// tile.
+ bool Hostile() const { return partyLayout && numMonsters > 0; }
+ /// Check if this entity can be pushed around.
+ bool Pushable() const { return flags & FLAG_PUSHABLE; }
+ /// Check if the entity's orientation has any effect on the column rendered
+ /// from the animation or sprite.
+ bool CanTurn() const { return !(flags & FLAG_FIXED_ORIENTATION); }
+
+ /// Set a layout in battle for the party described by SetMonsters().
+ void SetPartyLayout(battle::PartyLayout *l) { partyLayout = l; }
+ /// Get the layout in battle for the party described by
+ /// Monsters{Begin,End}().
+ battle::PartyLayout *PartyLayout() { return partyLayout; }
+
+ /// Add monsters. This will cause the entity to be Hostile() and result in a
+ /// battle scene with given monsters when touched.
+ void SetMonsters(battle::Monster *m, int num) { monsters = m; numMonsters = num; }
+ battle::Monster *MonstersBegin() { return monsters; }
+ battle::Monster *MonstersEnd() { return monsters + numMonsters; }
+
+ /// Get an entity that should follow in this one's steps or 0 if none.
+ Entity *Follower() { return follower; }
+ const Entity *Follower() const { return follower; }
+ /// Add an entity that follows this one.
+ /// If this already has a follower, it is added to that one instead.
+ void AddFollower(Entity *);
+ /// Remove given entity from this entity or its follower.
+ void RemoveFollower(Entity *);
+
+ /// Check if position locks into grid defined by given tileSize.
+ bool TileLock(const geometry::Vector<int> &tileSize) const;
+
+ /// Integrate this entity's physical properties over given time interval.
void Update(float deltaT);
void Render(SDL_Surface *, const geometry::Vector<int> &offset) const;
+ static void CreateTypeDescription();
+ static void Construct(void *);
+ static void Load(void *);
+
private:
void UpdateVelocity();
private:
+ Entity *follower;
const graphics::Animation *animation;
+ const graphics::Sprite *sprite;
+ battle::PartyLayout *partyLayout;
+ battle::Monster *monsters;
+ int numMonsters;
graphics::AnimationRunner runner;
+ geometry::Vector<int> spriteOffset;
+ geometry::Vector<int> tilePosition;
geometry::Vector<float> position;
geometry::Vector<float> velocity;
Orientation orientation;
float speed;
+ int flags;
};