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