X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FEntity.h;h=44ba00f682c8eff04e574be39141dfe89902393b;hb=e1dab8a680a76f8621e967a693dbf2b481ba8f75;hp=d1746c71a3cd73ff77dc37fb03de899796bdcf6f;hpb=a67f7e662c85b2b8d46f26a3c6e018b2df6eb318;p=l2e.git diff --git a/src/map/Entity.h b/src/map/Entity.h index d1746c7..44ba00f 100644 --- a/src/map/Entity.h +++ b/src/map/Entity.h @@ -1,10 +1,17 @@ #ifndef MAP_ENTITY_H_ #define MAP_ENTITY_H_ -#include "../battle/fwd.h" -#include "../battle/Monster.h" -#include "../geometry/Vector.h" -#include "../graphics/fwd.h" +namespace app { + class Application; + class State; +} +namespace battle { + class Monster; + class PartyLayout; +} + +#include "../math/Fixed.h" +#include "../math/Vector.h" #include "../graphics/Animation.h" #include @@ -38,20 +45,20 @@ public: public: /// Pixel resolved position of the entity's top left corner on the map. - geometry::Vector &Position() { return position; } - const geometry::Vector &Position() const { return position; } + math::Vector > &Position() { return position; } + const math::Vector > &Position() const { return position; } /// Velocity of the entity in pixels per second. - geometry::Vector &Velocity() { return velocity; } - const geometry::Vector &Velocity() const { return velocity; } + math::Vector > &Velocity() { return velocity; } + const math::Vector > &Velocity() const { return velocity; } /// Offset of the entity's sprite's to left corner relative to Position(). - geometry::Vector &SpriteOffset() { return spriteOffset; } - const geometry::Vector &SpriteOffset() const { return spriteOffset; } + math::Vector &SpriteOffset() { return spriteOffset; } + const math::Vector &SpriteOffset() const { return spriteOffset; } /// Reset the entity to the stored tile coordinates (usually set when /// loading game data). - void ResetPosition(const geometry::Vector &tileSize) { position = tilePosition * tileSize; } + void ResetPosition(const math::Vector &tileSize) { position = tilePosition * tileSize; } /// Set the animation to use for animated entities. /// For orientable entities, the animation should have north, south, east, @@ -73,13 +80,18 @@ public: /// 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. + /// Change the entity's facing direction. + /// If the entity is moving, velocity is untouched. void SetOrientation(Orientation); Orientation GetOrientation() const { return orientation; } + /// Change the entity's orientation to given one. + /// If the entity is moving, velocity is changed accordingly. + /// Also changes the orientation to given direction. + void SetDirection(Orientation); + Orientation GetDirection() const { return direction; } /// Set the entity's speed in pixels per second. - /// This speed is then combined with the orientation to form a velocity. - void SetSpeed(float); + /// This speed is then combined with the direction to form a velocity. + void SetSpeed(math::Fixed<8>); /// Change to a natural, relaxed animation state (row offset 0). void SetHandsFree(); @@ -124,12 +136,12 @@ public: void RemoveFollower(Entity *); /// Check if position locks into grid defined by given tileSize. - bool TileLock(const geometry::Vector &tileSize) const; + bool TileLock(const math::Vector &tileSize) const; /// Integrate this entity's physical properties over given time interval. - void Update(float deltaT); + void Update(Uint32 deltaT); - void Render(SDL_Surface *, const geometry::Vector &offset) const; + void Render(SDL_Surface *, const math::Vector &offset) const; static void CreateTypeDescription(); static void Construct(void *); @@ -146,16 +158,17 @@ private: battle::Monster **monsters; int numMonsters; graphics::AnimationRunner runner; - geometry::Vector spriteOffset; - geometry::Vector tilePosition; - geometry::Vector position; - geometry::Vector velocity; + math::Vector spriteOffset; + math::Vector tilePosition; + math::Vector > position; + math::Vector > velocity; + Orientation direction; Orientation orientation; - float speed; + math::Fixed<8> speed; int flags; }; } -#endif /* MAP_ENTITY_H_ */ +#endif