annotate engine/core/view/visual.cpp @ 458:e77ebf128a74

Fixed a small bug where projectiles are not updated when it is game over.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 08 Apr 2010 21:26:46 +0000
parents 8fa2f3aa0cbd
children 16c2b3ee59ce
rev   line source
0
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1 /***************************************************************************
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2 * Copyright (C) 2005-2008 by the FIFE team *
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3 * http://www.fifengine.de *
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4 * This file is part of FIFE. *
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5 * *
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90005975cdbb * Final LGPL switch step by adjusting the file headers
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6 * FIFE is free software; you can redistribute it and/or *
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7 * modify it under the terms of the GNU Lesser General Public *
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8 * License as published by the Free Software Foundation; either *
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9 * version 2.1 of the License, or (at your option) any later version. *
0
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10 * *
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11 * This library is distributed in the hope that it will be useful, *
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12 * but WITHOUT ANY WARRANTY; without even the implied warranty of *
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13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
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14 * Lesser General Public License for more details. *
0
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15 * *
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16 * You should have received a copy of the GNU Lesser General Public *
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17 * License along with this library; if not, write to the *
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18 * Free Software Foundation, Inc., *
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19 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA *
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20 ***************************************************************************/
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21
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22 // Standard C++ library includes
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23
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24 // 3rd party library includes
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25
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26 // FIFE includes
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27 // These includes are split up in two parts, separated by one empty line
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28 // First block: files included from the FIFE root src directory
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29 // Second block: files included from the same folder
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30 #include "util/log/logger.h"
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31 #include "util/base/exception.h"
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32
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33 #include "model/structures/instance.h"
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34 #include "model/metamodel/object.h"
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35 #include "model/metamodel/action.h"
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36
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37 #include "visual.h"
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38
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39
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40 namespace FIFE {
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41
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42 static Logger _log(LM_VIEW);
397
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43
57
47979f9dce55 add possibility to hide instances/instance visuals; initialize instance visuals properly
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44 Visual2DGfx::Visual2DGfx(): m_transparency(0), m_visible(true) {
0
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45 }
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47 Visual2DGfx::~Visual2DGfx() {
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48 }
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50 ObjectVisual::ObjectVisual() {
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51 }
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53 ObjectVisual* ObjectVisual::create(Object* object) {
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54 if (object->getVisual<ObjectVisual>()) {
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55 throw Duplicate("Object already contains visualization");
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56 }
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57 ObjectVisual* v = new ObjectVisual();
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58 object->adoptVisual(v);
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59 return v;
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60 }
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61
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62 ObjectVisual::~ObjectVisual() {
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63 }
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0
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65 void ObjectVisual::addStaticImage(unsigned int angle, int image_index) {
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66 m_angle2img[angle % 360] = image_index;
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67 }
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0
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69 int ObjectVisual::getStaticImageIndexByAngle(int angle) {
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70 int closestMatch = 0;
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71 return getIndexByAngle(angle, m_angle2img, closestMatch);
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72 }
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0
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74 int ObjectVisual::getClosestMatchingAngle(int angle) {
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75 int closestMatch = 0;
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76 getIndexByAngle(angle, m_angle2img, closestMatch);
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77 return closestMatch;
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78 }
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0
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80 void ObjectVisual::getStaticImageAngles(std::vector<int>& angles) {
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81 angles.clear();
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82 type_angle2id::const_iterator i(m_angle2img.begin());
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83 while (i != m_angle2img.end()) {
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84 angles.push_back(i->first);
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85 ++i;
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86 }
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87 }
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88
0
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89 const int STATIC_IMAGE_NOT_INITIALIZED = -2;
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90 const int STATIC_IMAGE_NOT_FOUND = -1;
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91
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92 InstanceVisualCacheItem::InstanceVisualCacheItem():
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93 screenpoint(),
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94 dimensions(),
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95 image(NULL),
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96 m_cached_static_img_id(STATIC_IMAGE_NOT_INITIALIZED),
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97 m_cached_static_img_angle(0) {
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98 }
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99
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100 int InstanceVisualCacheItem::getStaticImageIndexByAngle(unsigned int angle, Instance* instance) {
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101 if (static_cast<int>(angle) != m_cached_static_img_angle) {
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102 m_cached_static_img_id = STATIC_IMAGE_NOT_INITIALIZED;
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103 }
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104 if (m_cached_static_img_id != STATIC_IMAGE_NOT_INITIALIZED) {
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105 return m_cached_static_img_id;
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106 }
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107 m_cached_static_img_id = instance->getObject()->getVisual<ObjectVisual>()->getStaticImageIndexByAngle(angle);
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108 m_cached_static_img_angle = angle;
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109 return m_cached_static_img_id;
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110 }
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111
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112 InstanceVisual::InstanceVisual():
0
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113 m_stackposition(0) {
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114 }
397
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115
0
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116 InstanceVisual* InstanceVisual::create(Instance* instance) {
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117 if (instance->getVisual<InstanceVisual>()) {
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118 throw Duplicate("Instance already contains visualization");
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119 }
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120 InstanceVisual* v = new InstanceVisual();
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121 instance->setVisual(v);
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122 return v;
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123 }
397
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124
0
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125 InstanceVisual::~InstanceVisual() {
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126 }
397
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127
0
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128 ActionVisual::ActionVisual(): m_animations() {
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129 }
397
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130
0
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131 ActionVisual* ActionVisual::create(Action* action) {
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132 if (action->getVisual<ActionVisual>()) {
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133 throw Duplicate("Action already contains visualization");
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134 }
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135 ActionVisual* v = new ActionVisual();
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136 action->adoptVisual(v);
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137 return v;
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138 }
397
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139
0
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140 ActionVisual::~ActionVisual() {
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141 }
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142
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143 void ActionVisual::addAnimation(unsigned int angle, int animation_index) {
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144 m_animations[angle % 360] = animation_index;
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145 }
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146
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147 int ActionVisual::getAnimationIndexByAngle(int angle) {
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148 int closestMatch = 0;
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149 return getIndexByAngle(angle, m_animations, closestMatch);
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150 }
397
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151
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152 void ActionVisual::getActionImageAngles(std::vector<int>& angles) {
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153 angles.clear();
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154 type_angle2id::const_iterator i(m_animations.begin());
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155 while (i != m_animations.end()) {
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156 angles.push_back(i->first);
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157 ++i;
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158 }
8fa2f3aa0cbd Added the ActionVisual::getActionImageAngles() function.
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159 }
0
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160 }