game/mario/mapobject.cpp

99 lines
2.4 KiB
C++

#include "mapobject.hpp"
MapObject::MapObject( uint16_t terrain_id, LandType::Value terrain_type,
uint8_t character_id, LandType::Value character_type,
uint32_t modifier_id, uint8_t modifier_data ) {
setTerrain(terrain_id, terrain_type);
if(character_id != 0)
setCharacter(character_id, character_type);
if(modifier_id != 0)
setModifier(modifier_id, modifier_data);
}
MapObject::MapObject( uint16_t terrain_id, uint8_t terrain_type,
uint8_t character_id, uint8_t character_type,
uint32_t modifier_id, uint8_t modifier_data )
: MapObject( terrain_id, static_cast< LandType::Value >( terrain_type ),
character_id,
static_cast< LandType::Value >( character_type ),
modifier_id, modifier_data ) {}
void MapObject::setTerrain( uint16_t id, LandType::Value land_type ) {
terrain_id = id;
terrain_type = land_type;
}
void MapObject::setTerrain( uint16_t id, uint8_t land_type ) {
setTerrain( id, static_cast< LandType::Value >( land_type ) );
}
void MapObject::setCharacter( uint8_t id, LandType::Value land_type ) {
character_id = id;
character_type = land_type;
if(hasModifier()) {
modifier_id = 0;
modifier_data = 0;
}
}
void MapObject::setCharacter( uint8_t id, uint8_t land_type ) {
setCharacter( id, static_cast< LandType::Value >( land_type ) );
}
void MapObject::setModifier( uint32_t id, uint8_t data ) {
modifier_id = id;
modifier_data = data;
if(hasCharacter()) {
character_id = 0;
character_type = LandType::OVERWORLD;
}
}
void MapObject::unsetTerrain() {
setTerrain(0, 0);
}
void MapObject::unsetModifier() {
if ( hasModifier() ) {
setModifier( 0, 0 );
}
}
void MapObject::unsetCharacter() {
if ( hasCharacter() ) {
setCharacter( 0, 0 );
}
}
bool MapObject::hasCharacter() {
return character_id != 0;
}
bool MapObject::hasModifier() {
return modifier_id != 0;
}
uint16_t MapObject::getTerrainId() {
return terrain_id;
}
uint8_t MapObject::getCharacterId() {
return character_id;
}
uint32_t MapObject::getModifierId() {
return modifier_id;
}
LandType::Value MapObject::getTerrainType() {
return terrain_type;
}
LandType::Value MapObject::getCharacterType() {
return character_type;
}
uint8_t MapObject::getModifierData() {
return modifier_data;
}