]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/Entity.h
closed the gap between battle and map state (yay)
[l2e.git] / src / map / Entity.h
index 926c360fef144d740c4cc7f460372aadb3644b87..13ecacac627eb021ee9f35ede96db8b739e6ea8f 100644 (file)
@@ -8,6 +8,8 @@
 #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"
@@ -30,6 +32,9 @@ public:
                ORIENTATION_SOUTH = 2,
                ORIENTATION_WEST = 3,
        };
+       enum Flags {
+               FLAG_NONBLOCKING = 0x01,
+       };
 
 public:
        geometry::Vector<float> &Position() { return position; }
@@ -38,32 +43,61 @@ public:
        geometry::Vector<float> &Velocity() { return velocity; }
        const geometry::Vector<float> &Velocity() const { return velocity; }
 
+       geometry::Vector<int> &SpriteOffset() { return spriteOffset; }
+       const geometry::Vector<int> &SpriteOffset() const { return spriteOffset; }
+
        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(); }
+       void StartAnimation(app::Application &ctrl);
+       void StartAnimation(app::State &ctrl);
+       void StopAnimation();
        bool AnimationRunning() const { return runner.Running(); }
 
        void SetOrientation(Orientation);
        Orientation GetOrientation() const { return orientation; }
        void SetSpeed(float);
 
-       bool TileLock(int width, int height) const;
+       void SetFlags(int f) { flags = f; }
+       bool Blocking() const { return !(flags & FLAG_NONBLOCKING); }
+       bool Hostile() const { return partyLayout && numMonsters > 0; }
+
+       void SetPartyLayout(battle::PartyLayout *l) { partyLayout = l; }
+       battle::PartyLayout *PartyLayout() { return partyLayout; }
+
+       void SetMonsters(battle::Monster *m, int num) { monsters = m; numMonsters = num; }
+       battle::Monster *MonstersBegin() { return monsters; }
+       battle::Monster *MonstersEnd() { return monsters + numMonsters; }
+
+       Entity *Follower() { return follower; }
+       const Entity *Follower() const { return follower; }
+       void AddFollower(Entity *);
+       void RemoveFollower(Entity *);
+
+       bool TileLock(const geometry::Vector<int> &tileSize) const;
 
        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;
+       battle::PartyLayout *partyLayout;
+       battle::Monster *monsters;
+       int numMonsters;
        graphics::AnimationRunner runner;
+       geometry::Vector<int> spriteOffset;
        geometry::Vector<float> position;
        geometry::Vector<float> velocity;
        Orientation orientation;
        float speed;
+       int flags;
 
 };