namespace map {
+/// An entity that can be placed on a map, moved around, animated, and possibly
+/// interact with the player.
class Entity {
public:
};
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);
+ /// 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);
+ /// 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;
/*
- * Map.h
+ * Map.h
*
* Created on: Sep 29, 2012
* Author: holy
namespace map {
+/// Represents a single map in the game.
+/// Maps are made up of uniform areas of tiles.
+/// The looks of a tile is defined by the Tileset() sprite with Tile::Offset()
+/// as the column and row in the sprite.
+/// Maps can be propulated with triggers and entities. Those are or use with
+/// MapState and are not handled by the map itself.
+/// Positions are expressed either as pixel or tile coordinates depending on
+/// function purpose with (0|0) being the top left corner and positive values
+/// extending to the right and down respectively.
class Map {
public:
~Map() { }
public:
+ /// The sprite used as the tileset.
const graphics::Sprite *Tileset() const { return tileset; }
+ /// Returns the Area at given pixel coordinates or 0 if off the map.
Area *AreaAt(const geometry::Vector<int> &);
const Area *AreaAt(const geometry::Vector<int> &) const;
+ /// Returns the Tile at given pixel coordinates or 0 if off the map.
Tile *TileAt(const geometry::Vector<int> &);
const Tile *TileAt(const geometry::Vector<int> &) const;
+ /// Returns the Trigger at given pixel coordinates or 0 if off the map.
+ /// Multiple triggers are not supported. The first one found is returned.
Trigger *TriggerAt(const geometry::Vector<int> &);
+ /// The battle background image for this map if neither the tile nor the
+ /// area has one specified.
SDL_Surface *BattleBackgroundAt(const geometry::Vector<int> &);
+ /// Convert coordinates pixel to tile.
geometry::Vector<int> TileCoordinates(const geometry::Vector<int> &) const;
Entity *EntitiesBegin() { return entities; }
Entity *EntitiesEnd() { return entities + numEntities; }
+ /// Render the map.
+ /// Entities are not rendered by this function.
void Render(SDL_Surface *dest, const geometry::Vector<int> &offset) const;
+ /// Render a debugging overlay that includes collision and trigger
+ /// information.
void RenderDebug(SDL_Surface *dest, const geometry::Vector<int> &offset) const;
static void CreateTypeDescription();