Exemple #1
0
/**
 * @brief Makes the door immediately open or closed.
 * @param door_open true to make it opened, false to make it closed.
 */
void Door::set_open(bool door_open) {

  state = door_open ? OPEN : CLOSED;

  if (door_open) {
    set_collision_modes(COLLISION_NONE); // to avoid being the hero's facing entity
  }
  else {
    get_sprite().set_current_animation("closed");
    set_collision_modes(COLLISION_FACING_POINT | COLLISION_SPRITE);

    // ensure that we are not closing the door on the hero
    if (is_on_map() && overlaps(get_hero())) {
      get_hero().avoid_collision(*this, (get_direction() + 2) % 4);
    }
  }

  if (is_on_map()) {
    update_dynamic_tiles();

    if (is_saved()) {
      get_savegame().set_boolean(savegame_variable, door_open);
    }

    if (door_open) {
      get_lua_context().door_on_opened(*this);
    }
    else {
      get_lua_context().door_on_closed(*this);
    }
  }
}
// -----------------------------------------------------------
// object owned by a player
// -----------------------------------------------------------
void t_owned_adv_object::destroy()
{
	if (is_on_map() && m_owner >= 0)
		get_owner()->remove_object( this );

	t_stationary_adventure_object::destroy();
}
Exemple #3
0
/**
 * \brief Notifies this pickable item that its movement has just changed.
 */
void Pickable::notify_movement_changed() {

    if (is_on_map()) {
        // Notify the Lua equipment item.
        get_equipment().get_item(treasure.get_item_name()).notify_movement_changed(*this);
    }
}
Exemple #4
0
/**
 * @brief Notifies this entity that it was just enabled or disabled.
 * @param enabled true if the entity is now enabled
 */
void DynamicTile::notify_enabled(bool enabled) {

  if (is_on_map()
      && !enabled
      && test_collision_custom(get_hero())) {
    // the tile under the hero is disabled: the hero's ground may have changed
    get_hero().check_position();
  }
}
// -----------------------------------------------------------
// object owned by a player
// -----------------------------------------------------------
void t_owned_adv_object::setup_flag_color()
{
	if ( is_on_map() )
	{
		t_float_object floater( this );
		if ( m_owner >= 0 )
			set_flag_color( m_map->get_player( m_owner ).get_color() );
		else
			set_flag_color( k_player_gray );
	}
}
// -----------------------------------------------------------
// object owned by a player
// -----------------------------------------------------------
void t_owned_adv_object::set_owner( int player_number )
{
	if ( player_number == m_owner )
		return;

	if (m_map!=NULL)
		m_map->record_set_owner_event( this, player_number );

	int old_owner = m_owner;

	if (is_on_map() && m_owner >= 0)
		get_owner()->remove_object( this );

	m_owner = player_number;

	if (is_on_map() && m_owner >= 0)
		get_owner()->add_object( this );

	setup_flag_color();
	on_owner_changed( m_owner, old_owner );

}
Exemple #7
0
/**
 * \brief Notifies this entity that it was just enabled or disabled.
 * \param enabled true if the entity is now enabled
 */
void Enemy::notify_enabled(bool enabled) {

  Detector::notify_enabled(enabled);

  if (!is_on_map()) {
    return;
  }

  if (enabled) {
    restart();
    get_lua_context().entity_on_enabled(*this);
  }
  else {
    get_lua_context().entity_on_disabled(*this);
  }
}