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character.h
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167 lines (128 loc) · 3.94 KB
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#ifndef character_h
#define character_h
#include "utility.h"
#include "items.h"
#include <SDL2/SDL.h>
#include <map>
#include <vector>
#include <ctime>
#include <chrono>
class ActionBase;
class SDLCamera;
class Job;
/********************************************************************/
class Item {
public:
Item(std::string name, Position position, int image_id);
~Item() {}
void setTilePosition(Position position) {
tile_position_ = position;
}
Position tilePosition() const {
return tile_position_;
}
const std::string& name() const {
return name_;
}
int imageIdForArchive() const { return image_id_; }
protected:
std::string name_;
const int image_id_; // for archive
std::vector<SDL_Texture*> images_;
Position tile_position_;
};
/********************************************************************/
class DynamicItem : public Item {
public:
DynamicItem(std::string name, Position position, int image_id);
~DynamicItem() {}
virtual void render(SDLCamera* camera, const SDL_Rect& rect) = 0;
// render(surface, position)
// if self.images.size() > 0:
// surface.blit(self.images[0], position)
virtual void animate(double delta_ms);
void setTimeSpent(double value) {
time_spent_ = value;
}
bool validPixelPosition() const {
return pixel_position_.x != -1;
}
Position pixelPosition() const {
return pixel_position_;
}
void setPixelPosition(int x, int y) {
pixel_position_ = {x,y};
}
bool hasAction() const { return action_ != nullptr; }
void setAction(ActionBase* action, std::string description);
ActionBase* action() const { return action_; }
void cancelAction();
const std::string& actionDescription() const {
return action_description_;
}
Direction direction() const {
return direction_;
}
void setDirection(int x, int y);
protected:
Position pixel_position_;
double time_spent_ = 0;
Direction direction_;
ActionBase* action_ = nullptr;
std::string action_description_;
};
/********************************************************************/
class Character : public DynamicItem {
public:
Character(std::string name, Position tile_position, int image_id);
virtual ~Character() {}
virtual void render(SDLCamera* camera, const SDL_Rect& rect) override;
int activityPercent() const {
return activity_percent_;
}
void setActivityPercent(int value) {
activity_percent_ = value;
}
int maxCarry() const;
int maxCarriable(const BasicItem& item = BasicItem::null()) const;
void carryItem(const BasicItem& item, int nb=1);
BasicItem dropItem();
const std::vector<BasicItem>& carriedItems() const { return carried_items_; }
void releaseItems();
protected:
int activity_percent_ = 0; // 0 to 100
int max_carry_ = 5;
std::vector<BasicItem> carried_items_;
};
/********************************************************************/
class GameBoard;
class CharacterSetLib {
private:
CharacterSetLib();
~CharacterSetLib();
public:
static CharacterSetLib* instance();
static void kill();
static SDL_Texture* getTextureFromCharacter(int character_id);
SDL_Surface* characters() { return characters_surface_; }
std::map<int, SDL_Texture*>& mapOfCharacters() { return mapOfCharacters_; }
void init(SDL_Renderer* renderer);
private:
static CharacterSetLib* singleton_;
SDL_Surface* characters_surface_;
std::map<int, SDL_Texture*> mapOfCharacters_;
};
class PeopleGroup {
public:
PeopleGroup();
~PeopleGroup();
void animate(GameBoard* board, double delay_ms);
std::vector<Character*>& group();
void add(Character* people);
Character* getNextRobot();
protected:
std::vector<Character*> group_;
int next_robot_idx_ = -1;
};
/********************************************************************/
#endif // character_h