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Tile.h from palisma2d at Krugle


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/**
**************************************************************************************
*Palisma - Secrets of the Illuminati is an open-source 2D RPG                        *
*Copyright (C) 2006, Tony Sparks                                                     *
*                                                                                    *
*This library is free software; you can redistribute it and/or                       *
*modify it under the terms of the GNU Lesser General Public                          *
*License as published by the Free Software Foundation; either                        *
*version 2.1 of the License, or (at your option) any later version.                  *
*                                                                                    *
*This library is distributed in the hope that it will be useful,                     *
*but WITHOUT ANY WARRANTY; without even the implied warranty of                      *
*MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                   *
*Lesser General Public License for more details.                                     *
*                                                                                    *
*You should have received a copy of the GNU Lesser General Public                    *
*License along with this library; if not, write to the Free Software                 *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA      *
**************************************************************************************
*/
#pragma once

#include "ientity.h"
#include "event.h"
#include "../mmanager.h"
#include "../render/iview2d.h"
#include "../render/image.h"
#include "../render/irender.h"
#include "../shared/geom.h"

#include <string>
#include <map>
//struct Event;
//class IEntity;


/**
=================================
A tile on the map
=================================
*/
class Tile : public IView2D
{
public:
    Tile();
    Tile(Image* im, int r, int c) { m_image = im; m_row = r; m_col = c; };
	/** Initialize the Tile */
    int Init( Image* image);
	/** Update the animation */
    void Update(long dt);
	/** Render the tile */
    void Render( IRender *r );

	/** Set the location of the tile */
    void Set(int x, int y){ m_x = x; m_y = y; };
    
	/** Set the Event that is associated with this tile 
     *  Note there is only ONE tile ref, so we have a 
     *  list of Events with a tile at a point.  So when
     *  a tile is drawn at a point, we don't need multiple 
     *  tiles and waste memory.
     */
	void AddEvent( MPoint p, MEvent* evnt );

	/** Trigger the event */
	void Trigger( IEntity* triggerer, MPoint p );

	AUTO_SIZE;

    virtual ~Tile();
private:
	// the image for this time
    Image*       m_image;

    // row and column for the image
    int m_row;
    int m_col;


    // events for each tile of this type
    /** NOTE: Must make it std::pair because gives me weird compile errors
        when using MPoint
     */
    typedef std::map< std::pair<int, int>, MEvent*> type_Events;
    type_Events m_events;


public:
    int                     m_x;
    int                     m_y;
    int                     m_width;
    int                     m_height;
};




See more files for this project here

palisma2d

The University of Wisconsin-Parkside Developers Union first product. More info to come. Code name Palisma.

Project homepage: http://code.google.com/p/palisma2d/
Programming language(s): C,C++
License: gpl2

  DialogModel.cpp
  DialogModel.h
  DialogState.cpp
  DialogState.h
  Enemy.cpp
  Enemy.h
  EntityController.cpp
  EntityController.h
  EntityEvents.cpp
  EntityEvents.h
  EntityFactory.cpp
  EntityFactory.h
  EntityManager.cpp
  EntityManager.h
  EntityStates.cpp
  EntityStates.h
  Event.h
  HUD.cpp
  HUD.h
  IEntity.cpp
  IEntity.h
  IWeapon.cpp
  IWeapon.h
  InGameState.cpp
  InGameState.h
  Inventory.cpp
  Inventory.h
  MissionHolder.cpp
  MissionHolder.h
  Player.cpp
  Player.h
  PlayerConfig.cpp
  PlayerConfig.h
  PlayerController.cpp
  PlayerController.h
  QuestImporter.cpp
  QuestImporter.h
  ReadMe.txt
  Scene.cpp
  Scene.h
  Shotgun.cpp
  Shotgun.h
  State.h
  StateFactory.cpp
  StateFactory.h
  StateMachine.cpp
  StateMachine.h
  Tile.cpp
  Tile.h
  Weather.cpp
  Weather.h
  stdafx.cpp
  stdafx.h