OpenGTA/spritemanager.h
Anonymous Maarten 1ae34ae340 2007-06-14
2015-12-03 01:38:22 +01:00

194 lines
7.0 KiB
C++

/************************************************************************
* 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 <list>
#include <map>
#include "abstract_container.h"
//#include "pedestrian.h"
#include "game_objects.h"
#include "Singleton.h"
#include "train_system.h"
#include "map_helper.h"
namespace OpenGTA {
#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<TrainSegment> TrainListType;
protected:
typedef std::list<Pedestrian> PedListType;
PedListType activePeds;
typedef std::list<Car> CarListType;
CarListType activeCars;
typedef std::list<GameObject> ObjectListType;
ObjectListType activeObjects;
typedef std::list<Projectile> ProjectileListType;
ProjectileListType activeProjectiles;
TrainListType activeTrains;
public:
TrainSystem trainSystem;
protected:
typedef std::map<Uint32, SpriteObject::Animation> AnimLookupType;
AnimLookupType animations;
private:
Uint32 drawMode;
};
#endif
class SpriteManager :
public AbstractContainer<Pedestrian>,
public AbstractContainer<Car>,
public AbstractContainer<SpriteObject> { //,
//public AbstractContainer<TrainSegment> {
public:
~SpriteManager();
void drawInRect(SDL_Rect & r);
void clear();
void removeDeadStuff();
template <typename T> T & add(const T & t) {
return AbstractContainer<T>::doAdd(t);
}
template <typename T> size_t getNum() {
return AbstractContainer<T>::objs.size();
}
inline Pedestrian & getPed(uint32_t id) {
return AbstractContainer<Pedestrian>::doGet(id);
}
inline Car & getCar(uint32_t id) {
return AbstractContainer<Car>::doGet(id);
}
inline SpriteObject & getObject(uint32_t id) {
return AbstractContainer<SpriteObject>::doGet(id);
}
/*
inline TrainSegment & getTrain(uint32_t id) {
return AbstractContainer<TrainSegment>::doGet(id);
}*/
template <typename T> inline std::list<T> & getList() {
return AbstractContainer<T>::objs;
}
inline void removePed(uint32_t id) {
AbstractContainer<Pedestrian>::doRemove(id);
}
inline void removeCar(uint32_t id) {
AbstractContainer<Car>::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<Uint32, SpriteObject::Animation> AnimLookupType;
AnimLookupType animations;
typedef std::list<Projectile> ProjectileListType;
ProjectileListType activeProjectiles;
private:
Uint32 drawMode;
Uint32 lastCreateTick;
//SpriteManager(const SpriteManager & o) : trainSystem(AbstractContainer<TrainSegment>::objs) {assert(0);}
SpriteManager(const SpriteManager & o) {assert(0);}
};
typedef Loki::SingletonHolder<SpriteManager, Loki::CreateUsingNew,
Loki::DefaultLifetime, Loki::SingleThreaded> SpriteManagerHolder;
}
#endif