Mario: add MapObject and use that instead of tuples
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@@ -0,0 +1,98 @@
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#include "mapobject.hpp"
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MapObject::MapObject( uint16_t terrain_id, LandType::Value terrain_type,
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uint8_t character_id, LandType::Value character_type,
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uint8_t modifier_id, uint8_t modifier_data ) {
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setTerrain(terrain_id, terrain_type);
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if(character_id != 0)
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setCharacter(character_id, character_type);
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if(modifier_id != 0)
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setModifier(modifier_id, modifier_data);
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}
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MapObject::MapObject( uint16_t terrain_id, uint8_t terrain_type,
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uint8_t character_id, uint8_t character_type,
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uint8_t modifier_id, uint8_t modifier_data )
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: MapObject( terrain_id, static_cast< LandType::Value >( terrain_type ),
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character_id,
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static_cast< LandType::Value >( character_type ),
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modifier_id, modifier_data ) {}
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void MapObject::setTerrain( uint16_t id, LandType::Value land_type ) {
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terrain_id = id;
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terrain_type = land_type;
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}
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void MapObject::setTerrain( uint16_t id, uint8_t land_type ) {
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setTerrain( id, static_cast< LandType::Value >( land_type ) );
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}
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void MapObject::setCharacter( uint8_t id, LandType::Value land_type ) {
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character_id = id;
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character_type = land_type;
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if(hasModifier()) {
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modifier_id = 0;
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modifier_data = 0;
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}
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}
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void MapObject::setCharacter( uint8_t id, uint8_t land_type ) {
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setCharacter( id, static_cast< LandType::Value >( land_type ) );
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}
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void MapObject::setModifier( uint8_t id, uint8_t data ) {
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modifier_id = id;
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modifier_data = data;
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if(hasCharacter()) {
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character_id = 0;
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character_type = LandType::OVERWORLD;
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}
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}
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void MapObject::unsetTerrain() {
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setTerrain(0, 0);
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}
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void MapObject::unsetModifier() {
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if ( hasModifier() ) {
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setModifier( 0, 0 );
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}
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}
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void MapObject::unsetCharacter() {
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if ( hasCharacter() ) {
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setCharacter( 0, 0 );
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}
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}
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bool MapObject::hasCharacter() {
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return character_id != 0;
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}
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bool MapObject::hasModifier() {
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return modifier_id != 0;
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}
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uint16_t MapObject::getTerrainId() {
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return terrain_id;
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}
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uint8_t MapObject::getCharacterId() {
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return character_id;
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}
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uint8_t MapObject::getModifierId() {
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return modifier_id;
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}
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LandType::Value MapObject::getTerrainType() {
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return terrain_type;
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}
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LandType::Value MapObject::getCharacterType() {
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return character_type;
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}
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uint8_t MapObject::getModifierData() {
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return modifier_data;
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}
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