/**************************************************************************** ** ** Copyright (C) 1992-2007 Trolltech ASA. All rights reserved. ** ** This file is part of Qt Jambi. ** ** ** This file may be used under the terms of the GNU General Public ** License version 2.0 as published by the Free Software Foundation ** and appearing in the file LICENSE.GPL included in the packaging of ** this file. Please review the following information to ensure GNU ** General Public Licensing requirements will be met: ** http://www.trolltech.com/products/qt/opensource.html ** ** If you are unsure which license is appropriate for your use, please ** review the following information: ** http://www.trolltech.com/products/qt/licensing.html or contact the ** sales department at sales@trolltech.com. ** ** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE ** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. ** ****************************************************************************/ #ifndef GAMEOBJECT_H #define GAMEOBJECT_H #include "gamenamespace.h" #include "point3d.h" #include "gameanimation.h" #include "abstractgameobject.h" #include <QtCore/QHash> #include <QtCore/QTime> class GameScene ; class GameObject: public QObject, public AbstractGameObject { Q_OBJECT public: enum { Type = UserType + 1 }; GameObject(GameScene *scene, const QString &name = QString()); ~GameObject(); int type() const { return Type; } void setPosition(const Point3D &position); inline void setSizeInDepth(qreal size_in_depth) { m_size_in_depth = size_in_depth; } inline void setFlags(Game::ObjectFlags flags) { m_flags = flags; } inline void setScene(GameScene *scene) { m_scene = scene; } inline void setShape(const QPainterPath &path) { m_shape = path; } inline void setMovementFactor(qreal movement_factor) { m_movement_factor = movement_factor; } inline void setDescription(const QString &description) { m_description = description; } inline void setAnimation(GameAnimation *animation) { if (animation != 0 && animation->parent() == 0) { animation->setParent(this); m_animations[animation->type()] = animation; } else { qWarning("Attempted to add invalid animation to object '%s'", qPrintable(m_name)); } } inline void setCurrentAnimation(Game::AnimationType type, bool looping = false) { m_current_animation = type; GameAnimation *a = animation(type); if (a != 0) { a->setLooping(looping); a->setCurrentFrame(0); } } void addName(const QString &other_name); inline void setFlipped(bool on) { if (on && !(m_flags & Game::Flipped)) { m_flags |= Game::Flipped; scale(-1.0, 1.0); } else if (!on && (m_flags & Game::Flipped)) { m_flags &= ~Game::Flipped; scale(-1.0, 1.0); } } inline Point3D &rposition() { return m_position; } inline QString description() const { return m_description; } inline qreal sizeInDepth() const { return m_size_in_depth; } inline GameAnimation *animation(Game::AnimationType type) const { return m_animations.value(type, 0); } inline GameScene *gameScene() const { return m_scene; } inline qreal movementFactor() const { return m_movement_factor; } inline Game::AnimationType currentAnimation() const { return m_current_animation; } bool inProximityOfEgo() const; virtual QPainterPath shape() const; bool canMove(const Point3D &pos); void showDescription() const; virtual QRectF boundingRect() const; virtual void perform(Game::ActionType action, AbstractGameObject **args, int num_args); virtual void paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget); virtual Game::WalkingDirection direction() const; virtual QString name() const; virtual QStringList otherNames() const; virtual Point3D position() const; virtual void walk(Game::WalkingDirection direction); virtual Game::ObjectFlags objectFlags() const; protected: virtual void timerEvent(QTimerEvent *); signals: void usedWith(AbstractGameObject *other); void used(); private: QString m_name; QString m_description; Point3D m_position; Game::WalkingDirection m_direction; qreal m_size_in_depth; GameScene *m_scene; Game::AnimationType m_current_animation; qreal m_movement_factor; qreal m_old_factor; QHash<Game::AnimationType, GameAnimation *> m_animations; QStringList m_other_names; Game::ObjectFlags m_flags; QTime m_time; QPainterPath m_shape; }; #endif