/************************************************************************ * Copyright (c) 2005-2007 tok@openlinux.org.uk * * * * This software is provided as-is, without any express or implied * * warranty. In no event will the authors be held liable for any * * damages arising from the use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute * * it freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must * * not claim that you wrote the original software. If you use this * * software in a product, an acknowledgment in the product documentation * * would be appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must * * not be misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source * * distribution. * ************************************************************************/ #ifndef OGTA_SpriteManager_H #define OGTA_SpriteManager_H #include #include #include "abstract_container.h" //#include "pedestrian.h" #include "game_objects.h" #include "Singleton.h" #include "train_system.h" #include "map_helper.h" namespace OpenGTA { constexpr Uint32 CONST_ANIM_STANDING_STILL = 1; constexpr Uint32 CONST_ANIM_WALKING = 2; constexpr Uint32 CONST_ANIM_RUNNING = 3; constexpr Uint32 CONST_ANIM_SITTING_IN_CAR = 30; constexpr Uint32 CONST_ANIM_CAR_EXIT = 31; constexpr Uint32 CONST_ANIM_CAR_ENTER = 32; /* registerAnimation(0, SpriteObject::Animation(0, 0)); // dummy registerAnimation(1, SpriteObject::Animation(98, 0)); // standing still registerAnimation(2, SpriteObject::Animation(0, 7, 0.001f)); // walking registerAnimation(3, SpriteObject::Animation(8, 7, 0.0015f)); // running // registerAnimation(3, SpriteObject::Animation(16, 0)); // sitting in car // registerAnimation(4, SpriteObject::Animation(17, 7)); // car-exit // registerAnimation(5, SpriteObject::Animation(25, 7)); // car-enter //registerAnimation(3, SpriteObject::Animation(107, 7, 0.002f)); //registerAnimation(4, SpriteObject::Animation(99, 7, 0.001f)); //registerAnimation(5, SpriteObject::Animation(28, 7)); // registerAnimation(6, SpriteObject::Animation(38, 2)); // falling //registerAnimation(7, SpriteObject::Animation(41, 0)); // sliding under //registerAnimation(9, SpriteObject::Animation(44, 0)); // death-back pose //registerAnimation(11, SpriteObject::Animation(47, 1)); // swimming //registerAnimation(12, SpriteObject::Animation(98, 0)); // standing still registerAnimation(4, SpriteObject::Animation(89, 0)); // standing, gun registerAnimation(5, SpriteObject::Animation(99, 7, 0.001f)); // walking, gun registerAnimation(6, SpriteObject::Animation(107, 7, 0.002f)); // running, gun registerAnimation(7, SpriteObject::Animation(134, 0)); //standing, flamethrower registerAnimation(8, SpriteObject::Animation(118, 7, 0.001f)); // walking, flamethrower registerAnimation(9, SpriteObject::Animation(126, 7, 0.002f)); // running, flamethrower registerAnimation(10, SpriteObject::Animation(152, 0)); //standing, uzi registerAnimation(11, SpriteObject::Animation(136, 7, 0.001f)); // walking, uzi registerAnimation(12, SpriteObject::Animation(144, 7, 0.002f)); // running, uzi registerAnimation(13, SpriteObject::Animation(170, 0)); //standing, rocket-launcher registerAnimation(14, SpriteObject::Animation(154, 7, 0.001f)); // walking, rocket-launcher registerAnimation(15, SpriteObject::Animation(162, 7, 0.002f)); // running, rocket-launcher registerAnimation(42, SpriteObject::Animation(42, 1)); // death pose; maybe just 1? registerAnimation(45, SpriteObject::Animation(45, 1)); // shot-in-front registerAnimation(46, SpriteObject::Animation(354, 12));*/ #if 0 class SpriteManager { public: SpriteManager(); ~SpriteManager(); void drawInRect(SDL_Rect & r); void clear(); void addPed(Pedestrian & ped); Pedestrian & getPedById(const Uint32 & id); void removePedById(const Uint32 & id); void addCar(Car & car); Car & getCarById(const Uint32 & id); void removeCarById(const Uint32 & id); void addObject(GameObject & go); GameObject & getObjectById(const Uint32 & id); void removeObjectById(const Uint32 & id); void update(Uint32 ticks); SpriteObject::Animation & getAnimationById(const Uint32 & id); void registerAnimation(const Uint32 & id, const SpriteObject::Animation & anim); inline bool getDrawTexture() { return (drawMode & 1); } inline bool getDrawTexBorder() { return (drawMode & 2); } inline bool getDrawBBox() { return (drawMode & 4); } void setDrawTexture(bool v); void setDrawTexBorder(bool v); void setDrawBBox(bool v); void drawPed(Pedestrian & ped); void drawCar(Car & car); void drawObject(GameObject & obj); void drawExplosion(GameObject & obj); void drawTrain(TrainSegment & train); TrainSegment & getTrainById(const Uint32 & id); void createProjectile(uint8_t typeId, float, Vector3D p, Vector3D d, Uint32 & ticks); void createExplosion(Vector3D center); void drawProjectile(Projectile & p); void collideProjectile(Projectile & p); typedef std::list TrainListType; protected: typedef std::list PedListType; PedListType activePeds; typedef std::list CarListType; CarListType activeCars; typedef std::list ObjectListType; ObjectListType activeObjects; typedef std::list ProjectileListType; ProjectileListType activeProjectiles; TrainListType activeTrains; public: TrainSystem trainSystem; protected: typedef std::map AnimLookupType; AnimLookupType animations; private: Uint32 drawMode; }; #endif class SpriteManager : public AbstractContainer, public AbstractContainer, public AbstractContainer { //, //public AbstractContainer { public: ~SpriteManager(); void drawInRect(SDL_Rect & r); void clear(); void removeDeadStuff(); template T & add(const T & t) { return AbstractContainer::doAdd(t); } template T & addPed(const T & t) { return this->add(t); } template size_t getNum() { return AbstractContainer::objs.size(); } inline Pedestrian & getPed(uint32_t id) { return AbstractContainer::doGet(id); } inline Pedestrian & getPedById(uint32_t id) { return this->getPed(id); } inline Car & getCar(uint32_t id) { return AbstractContainer::doGet(id); } inline SpriteObject & getObject(uint32_t id) { return AbstractContainer::doGet(id); } /* inline TrainSegment & getTrain(uint32_t id) { return AbstractContainer::doGet(id); }*/ template inline std::list & getList() { return AbstractContainer::objs; } inline void removePed(uint32_t id) { AbstractContainer::doRemove(id); } inline void removePedById(uint32_t id) { this->removePed(id); } inline void removeCar(uint32_t id) { AbstractContainer::doRemove(id); } void realRemove(); inline bool getDrawTexture() { return (drawMode & 1); } inline bool getDrawTexBorder() { return (drawMode & 2); } inline bool getDrawBBox() { return (drawMode & 4); } void setDrawTexture(bool v); void setDrawTexBorder(bool v); void setDrawBBox(bool v); void drawBBoxOutline(const OBox &); void drawTextureOutline(const float &, const float &); void draw(Car &); void draw(Pedestrian &); void draw(SpriteObject &); void draw(Projectile &); void drawExplosion(SpriteObject &); void update(Uint32 ticks); SpriteObject::Animation & getAnimationById(const Uint32 & id); void registerAnimation(const Uint32 & id, const SpriteObject::Animation & anim); void createExplosion(Vector3D center); void createProjectile(uint8_t typeId, float, Vector3D p, Vector3D d, Uint32 & ticks, Uint32 & owner); public: //TrainSystem trainSystem; SpriteManager(); Util::SpriteCreationArea creationArea; protected: typedef std::map AnimLookupType; AnimLookupType animations; typedef std::list ProjectileListType; ProjectileListType activeProjectiles; private: Uint32 drawMode; Uint32 lastCreateTick; //SpriteManager(const SpriteManager & o) : trainSystem(AbstractContainer::objs) {assert(0);} SpriteManager(const SpriteManager & o) {assert(0);} }; typedef Loki::SingletonHolder SpriteManagerHolder; } #endif