1 | /* |
2 | * Copyright 2007-2008 Thomas Gallinari <tg8187@yahoo.fr> |
3 | * Copyright 2007-2008 Pierre-BenoƮt Besse <besse.pb@gmail.com> |
4 | * |
5 | * This program is free software; you can redistribute it and/or |
6 | * modify it under the terms of the GNU General Public License as |
7 | * published by the Free Software Foundation; either version 2 of |
8 | * the License, or (at your option) any later version. |
9 | * |
10 | * This program is distributed in the hope that it will be useful, |
11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
13 | * GNU General Public License for more details. |
14 | * |
15 | * You should have received a copy of the GNU General Public License |
16 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
17 | */ |
18 | |
19 | #include "character.h" |
20 | |
21 | #include <KgDifficulty> |
22 | |
23 | const qreal Character::LOW_SPEED = 3.75; |
24 | const qreal Character::MEDIUM_SPEED = 4.5; |
25 | const qreal Character::HIGH_SPEED = 5.25; |
26 | const qreal Character::LOW_SPEED_INC = 0.005; |
27 | const qreal Character::MEDIUM_SPEED_INC = 0.01; |
28 | const qreal Character::HIGH_SPEED_INC = 0.02; |
29 | |
30 | Character::Character(qreal p_x, qreal p_y, Maze* p_maze) : Element(p_x, p_y, p_maze), m_xSpeed(0), m_ySpeed(0) { |
31 | initSpeed(); |
32 | m_maxSpeed = m_normalSpeed; // To avoid bugs, but will be overridden in the Ghost and Kapman constructors |
33 | } |
34 | |
35 | Character::~Character() { |
36 | } |
37 | |
38 | void Character::move() { |
39 | // Take care of the Maze borders |
40 | if (m_maze->getColFromX(m_x + m_xSpeed) == 0) { // First column |
41 | m_x = (m_maze->getNbColumns() - 1.5) * Cell::SIZE; |
42 | } else if (m_maze->getColFromX(m_x + m_xSpeed) == m_maze->getNbColumns() - 1) { // Last column |
43 | m_x = 1.5 * Cell::SIZE; |
44 | } else if (m_maze->getRowFromY(m_y + m_ySpeed) == 0) { // First row |
45 | m_y = (m_maze->getNbRows() - 1.5) * Cell::SIZE; |
46 | } else if (m_maze->getRowFromY(m_y + m_ySpeed) == m_maze->getNbRows() - 1) { // Last row |
47 | m_y = 1.5 * Cell::SIZE; |
48 | } |
49 | // Move the Character |
50 | m_x += m_xSpeed; |
51 | m_y += m_ySpeed; |
52 | emit(moved(m_x, m_y)); |
53 | } |
54 | |
55 | void Character::die() { |
56 | emit(eaten()); |
57 | } |
58 | |
59 | qreal Character::getXSpeed() const { |
60 | return m_xSpeed; |
61 | } |
62 | |
63 | qreal Character::getYSpeed() const { |
64 | return m_ySpeed; |
65 | } |
66 | |
67 | qreal Character::getSpeed() const { |
68 | return m_speed; |
69 | } |
70 | |
71 | qreal Character::getNormalSpeed() const { |
72 | return m_normalSpeed; |
73 | } |
74 | |
75 | void Character::setXSpeed(qreal p_xSpeed) { |
76 | m_xSpeed = p_xSpeed; |
77 | } |
78 | |
79 | void Character::setYSpeed(qreal p_ySpeed) { |
80 | m_ySpeed = p_ySpeed; |
81 | } |
82 | |
83 | void Character::initSpeed() { |
84 | // Kapman speed increase when level up |
85 | switch ((int) Kg::difficultyLevel()) |
86 | { |
87 | case KgDifficultyLevel::Easy: |
88 | m_normalSpeed = Character::LOW_SPEED; |
89 | break; |
90 | case KgDifficultyLevel::Medium: |
91 | m_normalSpeed = Character::MEDIUM_SPEED; |
92 | break; |
93 | case KgDifficultyLevel::Hard: |
94 | m_normalSpeed = Character::HIGH_SPEED; |
95 | break; |
96 | } |
97 | m_speed = m_normalSpeed; |
98 | } |
99 | |
100 | void Character::() { |
101 | m_normalSpeed += m_normalSpeed * m_speedIncrease; |
102 | // Do not have a speed over the max allowed speed |
103 | if (m_normalSpeed > m_maxSpeed) { |
104 | m_normalSpeed = m_maxSpeed; |
105 | } |
106 | m_speed = m_normalSpeed; |
107 | } |
108 | |
109 | bool Character::isInLineSight(Character* p_character) { |
110 | int curCallerRow; // The current row of the Character |
111 | int curCallerCol; // The current column of the Character |
112 | int curCharacterRow; // The current row of the other Character |
113 | int curCharacterCol; // The current column of the other Character |
114 | |
115 | curCallerRow = m_maze->getRowFromY(m_y); |
116 | curCallerCol = m_maze->getColFromX(m_x); |
117 | curCharacterRow = m_maze->getRowFromY(p_character->getY()); |
118 | curCharacterCol = m_maze->getColFromX(p_character->getX()); |
119 | |
120 | // If the two Characters are on the same row |
121 | if (curCallerRow == curCharacterRow ) { |
122 | // If The Character is on the right of the other one and goes to the left |
123 | if (curCallerCol > curCharacterCol && m_xSpeed < 0) { |
124 | // Check there is a wall between them |
125 | for (int i = curCharacterCol; i < curCallerCol; ++i) { |
126 | if (m_maze->getCell(curCallerRow, i).getType() != Cell::CORRIDOR) { |
127 | return false; |
128 | } |
129 | } |
130 | // If not, the other Character is in the line sight |
131 | return true; |
132 | // If the Character is on the left of the other one and goes to the right |
133 | } else if (curCallerCol < curCharacterCol && m_xSpeed > 0) { |
134 | // Check there is a wall between them |
135 | for (int i = curCallerCol; i < curCharacterCol; ++i) { |
136 | if (m_maze->getCell(curCallerRow, i).getType() != Cell::CORRIDOR) { |
137 | return false; |
138 | } |
139 | } |
140 | // If not, the other Character is in the line sight |
141 | return true; |
142 | } |
143 | // If the two Characters are on the same column |
144 | } else if (curCallerCol == curCharacterCol) { |
145 | // If The Character is on the bottom of the other one and goes up |
146 | if (curCallerRow > curCharacterRow && m_ySpeed < 0) { |
147 | // Check there is a wall between them |
148 | for (int i = curCharacterRow; i < curCallerRow; ++i) { |
149 | if (m_maze->getCell(i, curCallerCol).getType() != Cell::CORRIDOR) { |
150 | return false; |
151 | } |
152 | } |
153 | // If not, the other Character is in the line sight |
154 | return true; |
155 | // If the Character is on the top of the other one and goes down |
156 | } else if (curCallerRow < curCharacterRow && m_ySpeed > 0) { |
157 | // Check there is a wall between them |
158 | for (int i = curCallerRow; i < curCharacterRow; ++i) { |
159 | if (m_maze->getCell(i, curCallerCol).getType() != Cell::CORRIDOR) { |
160 | return false; |
161 | } |
162 | } |
163 | // If not, the other Character is in the line sight |
164 | return true; |
165 | } |
166 | } |
167 | // If the two Characters are not on the same row or column, they are not in the line of sight |
168 | return false; |
169 | } |
170 | |
171 | Cell Character::getNextCell() { |
172 | Cell nextCell; |
173 | // Get the current cell coordinates from the character coordinates |
174 | int curCellRow = m_maze->getRowFromY(m_y); |
175 | int curCellCol = m_maze->getColFromX(m_x); |
176 | |
177 | // Get the next cell function of the character direction |
178 | if (m_xSpeed > 0) { |
179 | nextCell = m_maze->getCell(curCellRow, curCellCol + 1); |
180 | } else if (m_xSpeed < 0) { |
181 | nextCell = m_maze->getCell(curCellRow, curCellCol - 1); |
182 | } else if (m_ySpeed > 0) { |
183 | nextCell = m_maze->getCell(curCellRow + 1, curCellCol); |
184 | } else if (m_ySpeed < 0) { |
185 | nextCell = m_maze->getCell(curCellRow - 1, curCellCol); |
186 | } |
187 | |
188 | return nextCell; |
189 | } |
190 | |
191 | bool Character::onCenter() { |
192 | // Get the current cell center coordinates |
193 | qreal centerX = (m_maze->getColFromX(m_x) + 0.5) * Cell::SIZE; |
194 | qreal centerY = (m_maze->getRowFromY(m_y) + 0.5) * Cell::SIZE; |
195 | bool willGoPast = false; |
196 | |
197 | // Will the character go past the center of the cell it's on ? |
198 | // If goes right |
199 | if (m_xSpeed > 0) { |
200 | willGoPast = (m_x <= centerX && m_x + m_xSpeed >= centerX); |
201 | } |
202 | // If goes left |
203 | else if (m_xSpeed < 0) { |
204 | willGoPast = (m_x >= centerX && m_x + m_xSpeed <= centerX); |
205 | } |
206 | // If goes down |
207 | else if (m_ySpeed > 0) { |
208 | willGoPast = (m_y <= centerY && m_y + m_ySpeed >= centerY); |
209 | } |
210 | // If goes up |
211 | else if (m_ySpeed < 0) { |
212 | willGoPast = (m_y >= centerY && m_y + m_ySpeed <= centerY); |
213 | } |
214 | // If does not moe |
215 | else { |
216 | willGoPast = (m_x == centerX && m_y == centerY); |
217 | } |
218 | |
219 | return willGoPast; |
220 | } |
221 | |
222 | void Character::moveOnCenter() { |
223 | setX((m_maze->getColFromX(m_x) + 0.5) * Cell::SIZE); |
224 | setY((m_maze->getRowFromY(m_y) + 0.5) * Cell::SIZE); |
225 | } |
226 | |