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/**
* @file objects_list.h
* @brief Template of management of objects list
* @date 2007-10-21
* @copyright 1998-2007 TLK Games
* @author Bruno Ethvignot
* @version $Revision: 1.17 $
*/
/*
* copyright (c) 1998-2007 TLK Games all rights reserved
* $Id: objects_list.h,v 1.17 2007/10/29 13:18:53 gurumeditation Exp $
*
* TecnoballZ is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* TecnoballZ 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
* MA 02110-1301, USA.
*/
#ifndef __OBJECTS_LIST__
#define __OBJECTS_LIST__
template < class X, class T > class objects_list;
#include "../include/list_sprites.h"
#include "../include/handler_display.h"
#include "../include/tecnoballz.h"
template < class X, class T > class objects_list:public virtual tecnoballz
{
protected:
static T *singleton;
X ** sprites_list;
Uint32 max_of_sprites;
Uint32 num_of_sprites_allocated;
Uint32 num_of_sprites;
bool sprites_have_shades;
Uint32 sprite_type_id;
bool is_draw_pixel_by_pixel;
public:
objects_list ();
~objects_list ();
static T * get_instance ();
void littleInit ();
void release_sprites_list ();
void alloc_sprites_list ();
void create_sprites_list (Uint32 maxof, bool have_shades = true);
void create_sprites_list ();
void disable_sprites ();
void enable_sprites ();
X **get_sprites_list ();
X *get_first_sprite ();
Uint32 get_max_of_sprites ();
void set_max_of_sprites (Uint32 maxof);
};
template < class X, class T > T* objects_list < X, T >::singleton = NULL;
/**
* Create the list of objects
*/
template < class X, class T > objects_list < X, T >::objects_list ()
{
}
/**
* Release the lits objects
*/
template < class X, class T > objects_list < X, T >::~objects_list ()
{
singleton = NULL;
}
template < class X, class T > T* objects_list < X, T >::get_instance ()
{
if (NULL == singleton)
{
singleton = new T ();
}
return (static_cast< T*> (singleton));
}
/**
* Clear some members
*/
template < class X, class T > void objects_list < X, T >::littleInit ()
{
object_init ();
max_of_sprites = 0;
num_of_sprites_allocated = 0;
num_of_sprites = 0;
sprites_list = NULL;
sprites_have_shades = false;
sprite_type_id = 0;
is_draw_pixel_by_pixel = false;
}
/**
* Release the list of sprite object
*/
template < class X, class T > void objects_list < X, T >::release_sprites_list ()
{
if (NULL == sprites_list)
{
return;
}
for (Uint32 i = 0; i < num_of_sprites_allocated; i++)
{
X *sprite = sprites_list[i];
if (NULL != sprite)
{
delete sprite;
}
sprites_list[i] = (X *) NULL;
}
delete[]sprites_list;
sprites_list = NULL;
max_of_sprites = 0;
num_of_sprites_allocated = 0;
object_free ();
}
/**
* Return list of the sprites objects
* @return pointer to the list of sprites objects
*/
template < class X, class T > X ** objects_list < X, T >::get_sprites_list ()
{
return sprites_list;
}
/**
* Return first sprite of the list
* @return pointer to the first sprite object of the list
*/
template < class X, class T > X * objects_list < X, T >::get_first_sprite ()
{
if (NULL == sprites_list)
{
return NULL;
}
return sprites_list[0];
}
/**
* Return the maxium number of sprites objects
* @return the maxium number of sprites objects
*/
template < class X, class T > Uint32 objects_list < X, T >::get_max_of_sprites ()
{
return max_of_sprites;
}
/**
* Initialize the maximum number of sprites
* @param maxof maximum number of sprites
*/
template < class X, class T > void objects_list < X, T >::set_max_of_sprites (Uint32 maxof)
{
max_of_sprites = maxof;
}
/**
* Allocate memory for the list of sprites
*/
template < class X, class T > void objects_list < X, T >::alloc_sprites_list ()
{
if (0 == max_of_sprites)
{
std::cerr << "(!)objects_list::alloc_sprites_list() " <<
"Our array should always have at least one element in it!" <<
std::endl;
throw ("(!)objects_list::alloc_sprites_list() failed! "
"At least one element is required");
}
release_sprites_list ();
try
{
sprites_list = new X*[max_of_sprites];
}
catch (std::bad_alloc &)
{
std::cerr << "(!)objects_list::alloc_sprites_list() " <<
"not enough memory to allocate " <<
max_of_sprites << " elements!" << std::endl;
throw;
}
for (Uint32 i = 0; i < max_of_sprites; i++)
{
sprites_list[i] = NULL;
}
num_of_sprites_allocated = max_of_sprites;
}
/**
* Initialize the list of sprites objects
* @param maxof maximum number of sprites
* @param have_shadow true if the sprite has shadow, true by default
*/
template < class X, class T > void objects_list < X, T >::create_sprites_list (Uint32 maxof, bool have_shades)
{
max_of_sprites = maxof;
sprites_have_shades = have_shades;
create_sprites_list ();
}
/**
* Initialize the list of sprites objects
*/
template < class X, class T > void objects_list < X, T >::create_sprites_list ()
{
alloc_sprites_list ();
X *sprite_template = new X ();
sprite_template->set_object_pos (0);
sprites_list[0] = sprite_template;
/* reserves only once the memory required for the
* graphic data of the sprite */
sprite_template->create_sprite (sprite_type_id, sprites_bitmap,
sprites_have_shades, is_draw_pixel_by_pixel);
sprite_template->set_draw_method (sprite_object::DRAW_WITH_TABLES);
sprites->add (sprite_template);
for (Uint32 i = 1; i < max_of_sprites; i++)
{
X *sprite = new X ();
sprite->set_object_pos (i);
sprite_template->duplicate_to (sprite);
sprites_list[i] = sprite;
sprites->add (sprite);
}
}
/**
* Enable all sprites objects
*/
template < class X, class T > void objects_list < X, T >::enable_sprites ()
{
for (Uint32 i = 0; i < max_of_sprites; i++)
{
X *sprite = sprites_list[i];
sprite->enable ();
}
}
/**
* Disable all sprites objects
*/
template < class X, class T > void objects_list < X, T >::disable_sprites ()
{
for (Uint32 i = 0; i < max_of_sprites; i++)
{
X *sprite = sprites_list[i];
sprite->disable ();
}
}
#endif
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