Mercurial > fife-parpg
view engine/core/model/structures/instance.h @ 405:cfe2f6db4964
Reverting my last change to camera.cpp. It caused unexpected results with rotated tiles.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 29 Jan 2010 15:55:47 +0000 |
parents | 48c38e92e2bd |
children | 16c2b3ee59ce |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ #ifndef FIFE_INSTANCE_H #define FIFE_INSTANCE_H // Standard C++ library includes #include <vector> // 3rd party library includes // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder #include "model/metamodel/object.h" #include "model/metamodel/abstractvisual.h" #include "location.h" namespace FIFE { class Layer; class Action; class Instance; class ActionInfo; class SayInfo; class TimeProvider; class InstanceActionListener { public: virtual ~InstanceActionListener() {}; virtual void onInstanceActionFinished(Instance* instance, Action* action) = 0; }; enum InstanceChangeType { ICHANGE_NO_CHANGES = 0x0000, ICHANGE_LOC = 0x0001, ICHANGE_FACING_LOC = 0x0002, ICHANGE_SPEED = 0x0004, ICHANGE_ACTION = 0x0008, ICHANGE_TIME_MULTIPLIER = 0x0010, ICHANGE_SAYTEXT = 0x0020, ICHANGE_ROTATION = 0x0040, // NOTE! does not currently get updated onInstanceChange unless some other activity is performed }; typedef unsigned int InstanceChangeInfo; class InstanceChangeListener { public: virtual ~InstanceChangeListener() {}; virtual void onInstanceChanged(Instance* instance, InstanceChangeInfo info) = 0; }; class InstanceDeleteListener { public: virtual ~InstanceDeleteListener() {}; virtual void onInstanceDeleted(Instance* instance) =0; }; /** * An Instance is an "instantiation" of an Object at a Location. */ class Instance : public ResourceClass, public InstanceDeleteListener { public: /** Constructor * Instances are created by calling addInstance from layer, thus * this method should really be called only by layer or test code */ Instance(Object* object, const Location& location, const std::string& identifier=""); /** Destructor */ virtual ~Instance(); /** Get the identifier for this instance; possibly null. */ const std::string& getId() { return m_id; } /** Set the identifier for this instance. */ void setId(const std::string& identifier=""); /** Gets object where this instance is instantiated from */ Object* getObject() { return m_object; } /** Sets location of the instance * @param loc new location */ void setLocation(const Location& loc); /** Gets current location of instance * @note does not return const Location&, since swig wont be const correct * @return current location */ Location getLocation() const { return m_location; } /** Gets reference of current location of instance * @return reference to current location */ Location& getLocationRef() { return m_location; } /** Gets movement target in case instance is moving. In case not, returns current location * To move target location, call move-method * @see move * @note does not return const Location&, since swig wont be const correct * @return Movement target location */ Location getTargetLocation() const; /** Sets the direction where instance is heading. Useful e.g. with static * instances which don't "move" or "act" */ void setFacingLocation(const Location& loc); /** Returns the direction where instance is heading * @note does not return const Location&, since swig wont be const correct * @return the direction of instance. */ Location getFacingLocation(); /** Set the rotation offset of this instance */ void setRotation(int rotation); /** Get the rotation offset of this instance */ int getRotation() const { return m_rotation; } /** Returns reference to the direction where instance is heading * Note: if instance didn't previously hadn't defined facing location * (e.g. by movement or setFacingLocation), method creates the location * thus increasing memory consumption. * @return reference to the direction of instance. */ Location& getFacingLocationRef(); /** Adds new instance action listener * @param listener to add */ void addActionListener(InstanceActionListener* listener); /** Removes associated instance action listener * @param listener to remove */ void removeActionListener(InstanceActionListener* listener); /** Adds new instance change listener * @param listener to add */ void addChangeListener(InstanceChangeListener* listener); /** Removes associated instance change listener * @param listener to remove */ void removeChangeListener(InstanceChangeListener* listener); /** Adds new instance delete listener * @param listener to add */ void addDeleteListener(InstanceDeleteListener* listener); /** Removes associated instance delete listener * @param listener to remove */ void removeDeleteListener(InstanceDeleteListener* listener); /** Gets the currently active action. This is owned by * the instance's object, so don't delete it! * @return current action, NULL in case there is none */ Action* getCurrentAction() const; /** Gets the speed in case instance is moving * otherwise returns 0 * @return instance speed. Value 1 means distance 1 in layer coordinates / second */ double getMovementSpeed() const; /** Gets the time in milliseconds how long action has been active * In case there is no current action, returns -1 * @return action runtime */ unsigned int getActionRuntime(); /** Sets the time in milliseconds how long an action has been active * This was requested in Ticket #373. This way the state * of the action can be saved and restored at a later time * @parm The action time offset that should be applied */ void setActionRuntime(unsigned int time_offset); /** Performs given named action to the instance. While performing the action * moves instance to given target with given speed * @param action_name name of the action * @param target place where to move this instance * @param speed speed used for movement. Units = distance 1 in layer coordinates per second */ void move(const std::string& action_name, const Location& target, const double speed); /** Performs given named action to the instance. Performs no movement * @param action_name name of the action * @param direction coordinates for cell towards instance is heading to when performing the action * @param repeating in case true, keeps repeating this action */ void act(const std::string& action_name, const Location& direction, bool repeating=false); /** Causes instance to "say" given text (shown on screen next to the instance) * @param text text to say. If "" given, clear the text * @param duration duration to show the text (in ms). If 0, shows forever */ void say(const std::string& text, unsigned int duration=0); /** Performs given named action to the instance. While performing the action * follows given isntance with given speed * @param action_name name of the action * @param leader followed instance * @param speed speed used for movement. Units = distance 1 in layer coordinates per second */ void follow(const std::string& action_name, Instance* leader, const double speed); /** Returns pointer to currently set saytext. In case no text is set, returns NULL */ const std::string* getSayText() const; /** Updates the instance related to the current action * @note call this only once in engine update cycle, so that tracking between * current position and previous position keeps in sync. * @returns marked changes */ InstanceChangeInfo update(); /** Sets visualization to be used. Transfers ownership. */ void setVisual(AbstractVisual* visual) { m_visual = visual; } /** Gets used visualization */ template<typename T> T* getVisual() const { return reinterpret_cast<T*>(m_visual); } /** Sets speed for the map. See Model::setTimeMultiplier. */ void setTimeMultiplier(float multip); /** Gets instance speed. @see setTimeMultiplier. */ float getTimeMultiplier(); /** Gets instance speed, considering also model and map speeds. @see setTimeMultiplier. */ float getTotalTimeMultiplier(); /** Gets the scaled runtime in milliseconds * @return runtime */ unsigned int getRuntime(); /** Refreshes instance e.g. in case location is updated directly (not via setLocation) * In this case e.g. instance's master time provider is changed, so it needs to be updated */ void refresh(); /** Returns a bitmask of changes since previous update */ inline InstanceChangeInfo getChangeInfo(); /** callback so other instances we depend on can notify us if they go away */ void onInstanceDeleted(Instance* instance); private: std::string m_id; // The rotation offset of this instance. This is in addition to possible camera rotation and // intended for setting, for example, a rotation of a tile. int m_rotation; /** InstanceActivity gets allocated in case there is some runtime * activity related to the instance. Keeping activity related variables * in separate class keeps memory consumption lower e.g. for large tile * areas. * Class also keeps track of changes since the previous update call. * With this bookkeeping, it is possible to optimize several spots in * the engine, basically only reacting to changes instead of polling. */ class InstanceActivity { public: InstanceActivity(Instance& source); ~InstanceActivity(); // ----- Fields related to change tracking ----- // updates cached variables, marks changes void update(Instance& source); // location on previous round Location m_location; // facing location on previous round Location m_facinglocation; // action on previous round. @NOTE: might become invalid, only used for address comparison Action* m_action; // speed on previous round double m_speed; // time multiplier on previous round float m_timemultiplier; // say text on previous round std::string m_saytxt; // listeners for changes std::vector<InstanceChangeListener*> m_changelisteners; // ----- Fields related to generic activity ----- // listeners for action related events std::vector<InstanceActionListener*> m_actionlisteners; // action information, allocated when actions are bind ActionInfo* m_actioninfo; // text to say + duration, allocated when something is said SayInfo* m_sayinfo; // time scaler for this instance TimeProvider* m_timeprovider; }; InstanceActivity* m_activity; // bitmask stating current changes InstanceChangeInfo m_changeinfo; // listeners for deletion of the instance std::vector<InstanceDeleteListener*> m_deletelisteners; // object where instantiated from Object* m_object; // current location Location m_location; // current facing location. Just a pointer to save space e.g. on tiles Location* m_facinglocation; // instance visualization AbstractVisual* m_visual; Instance(const Instance&); Instance& operator=(const Instance&); // Finalize current action void finalizeAction(); // Initialize action for use void initializeAction(const std::string& action_name); // Moves instance. Returns true if finished bool process_movement(); // Calculates movement based current location and speed void calcMovement(); // rebinds time provider based on new location void bindTimeProvider(); // called when instance has been changed. Causes instance to create InstanceActivity void initializeChanges(); }; inline InstanceChangeInfo Instance::getChangeInfo() { if (m_activity) { return m_changeinfo; } return ICHANGE_NO_CHANGES; } } // FIFE #endif