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/*
Copyright (c) 2014, Matthias Schiffer <mschiffer@universe-factory.net>
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include "Direction.hpp"
#include "Position.hpp"
#include <string>
#include <utility>
namespace RPGEdit {
namespace Model {
class Map;
class Entity {
private:
const std::string name;
Position pos;
Direction direction;
uint64_t transitionStart = 0;
uint64_t transitionEnd = 0;
Position translate(Direction dir, float amount) const {
Position p = pos;
switch (dir) {
case NORTH:
p.y -= amount;
break;
case EAST:
p.x += amount;
break;
case SOUTH:
p.y += amount;
break;
case WEST:
p.x -= amount;
}
return p;
}
public:
Entity(const std::string &name0)
: name(name0), direction(NORTH) {
}
const std::string & getName() const {
return name;
}
Position getPosition(uint64_t time) const {
if (hasTransition())
if (time <= transitionStart)
return pos;
else if (time >= transitionEnd)
return translate(direction, 1);
else
return translate(direction, float(time-transitionStart)/float(transitionEnd-transitionStart));
else
return pos;
}
Direction getDirection() const {
return direction;
}
bool hasTransition() const {
return transitionEnd;
}
void moveTo(Map *map, Position newPos);
bool move(Map *map, Direction dir, uint64_t start, uint64_t end);
void finishTransition(Map *map);
};
}
}
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