File indexing completed on 2025-03-16 03:51:21
0001 /*************************************************************************** 0002 cavalrysprite.h - description 0003 ------------------- 0004 begin : 0005 copyright : (C) 2003-2007 by Gael de Chalendar 0006 email : kleag@free.fr 0007 ***************************************************************************/ 0008 0009 /*************************************************************************** 0010 * * 0011 * This program is free software; you can redistribute it and/or modify * 0012 * it under the terms of the GNU General Public License as published by * 0013 * the Free Software Foundation; either either version 2 0014 of the License, or (at your option) any later version.of the License, or * 0015 * (at your option) any later version. * 0016 * * 0017 * You should have received a copy of the GNU General Public License 0018 * along with this program; if not, write to the Free Software 0019 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 0020 * 02110-1301, USA 0021 ***************************************************************************/ 0022 0023 0024 #ifndef KSIRKCAVALRYSPRITE_H 0025 #define KSIRKCAVALRYSPRITE_H 0026 0027 #include "armysprite.h" 0028 0029 namespace Ksirk { 0030 0031 namespace GameLogic 0032 { 0033 class Country; 0034 } 0035 0036 /** 0037 * A CavalrySpritei is an army sprite that represents 5 armies 0038 * @author Gaƫl de Chalendar 0039 */ 0040 class CavalrySprite : public ArmySprite 0041 { 0042 public: 0043 /** 0044 * This simplified constructor allows to create a new @ref CavalrySprite with 0045 * default values for svg pool id and skin elements names 0046 * @param zoom The current zoom factor 0047 * @param aBackGnd The background giving info about the world geometry and 0048 * access to the underlying QGraphicsScene 0049 * @param visibility Measures how much this sprite is visible. It gives its 0050 * Z value on the graphics scene. 0051 */ 0052 CavalrySprite(double zoom, 0053 BackGnd* aBackGnd, 0054 unsigned int visibility = 200); 0055 0056 /** 0057 * This constructor allows to create a new @ref AnimSprite whose images are 0058 * taken from the given file name with the given number of frames and 0059 * number of look directions 0060 * @param svgid The id of the SVG element from which to load images 0061 * @param aBackGnd The background giving info about the world geometry and 0062 * access to the underlying QGraphicsScene 0063 * @param nbFrames The number of different frames in this sprite animation, 0064 * thus the number of columns in the sprite image 0065 * @param nbDirs The number of different views on the sprite, 0066 * thus the number of rows in the sprite image 0067 * @param visibility Measures how much this sprite is visible. It gives its 0068 * Z value on the graphics scene. 0069 */ 0070 CavalrySprite(const QString &svgid, 0071 unsigned int width, 0072 unsigned int height, 0073 unsigned int nbFrames, 0074 unsigned int nbDirs, 0075 double zoom, 0076 BackGnd* aBackGnd, 0077 unsigned int visibility=200); 0078 0079 /** The default destructor */ 0080 ~CavalrySprite() override {} 0081 0082 /** 0083 * This function chooses the approach mode of a cavalry sprite towards its 0084 * destination: 0085 * if the distance between the origin and the destination is higher than half 0086 * the size of the map and if the origin and destination countries comunicate, 0087 * then the sprite should choose an approach by left or right, through the 0088 * edge of the map. 0089 */ 0090 void setupTravel(GameLogic::Country* src, GameLogic::Country* dest, const QPointF* dpcav=nullptr) override; 0091 0092 /** 0093 * Gets the number of armies represented by a cavalry: 5 0094 * @return the number of armies represented by a cavalry: 5 0095 */ 0096 inline unsigned int nbArmies() const override {return m_nbArmies;} 0097 0098 private: 0099 static const unsigned int m_nbArmies = 5; 0100 }; 0101 0102 } 0103 0104 #endif