File indexing completed on 2025-03-16 03:51:21
0001 /*************************************************************************** 0002 infantrysprite.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 #ifndef KSIRKINFANTRYSPRITE_H 0024 #define KSIRKINFANTRYSPRITE_H 0025 0026 #include "armysprite.h" 0027 0028 namespace Ksirk { 0029 0030 namespace GameLogic 0031 { 0032 class Country; 0033 } 0034 0035 /** 0036 * An InfantrySprite is an army sprite that represents 1 army 0037 * @author Gaƫl de Chalendar 0038 */ 0039 class InfantrySprite : public ArmySprite 0040 { 0041 public: 0042 /** 0043 * This simplified constructor allows to create a new @ref InfantrySprite with 0044 * default values for svg pool id and skin elements names 0045 * @param zoom The current zoom factor 0046 * @param aBackGnd The background giving info about the world geometry and 0047 * access to the underlying QGraphicsScene 0048 * @param visibility Measures how much this sprite is visible. It gives its 0049 * Z value on the graphics scene. 0050 */ 0051 InfantrySprite(double zoom, 0052 BackGnd* aBackGnd, 0053 unsigned int visibility = 200); 0054 0055 /** 0056 * This constructor allows to create a new @ref AnimSprite whose images are 0057 * taken from the given file name with the given number of frames and 0058 * number of look directions 0059 * @param svgid The id of the SVG element from which to load images 0060 * @param aBackGnd The background giving info about the world geometry and 0061 * access to the underlying QGraphicsScene 0062 * @param nbFrames The number of different frames in this sprite animation, 0063 * thus the number of columns in the sprite image 0064 * @param nbDirs The number of different views on the sprite, 0065 * thus the number of rows in the sprite image 0066 * @param visibility Measures how much this sprite is visible. It gives its 0067 * Z value on the graphics scene. 0068 */ 0069 InfantrySprite(const QString &svgid, 0070 unsigned int width, 0071 unsigned int height, 0072 unsigned int nbFrames, 0073 unsigned int nbDirs, 0074 double zoom, 0075 BackGnd* aBackGnd, 0076 unsigned int visibility=200); 0077 0078 /** The default destructor */ 0079 ~InfantrySprite() override {} 0080 0081 /** 0082 * This function chooses the approach mode of an infantry sprite towards its 0083 * destination: 0084 * if the distance between the origin and the destination is higher than half 0085 * the size of the map and if the origin and destination countries comunicate, 0086 * then the sprite should choose an approach by left or right, through the 0087 * edge of the map. 0088 */ 0089 void setupTravel(GameLogic::Country* src, GameLogic::Country* dest, 0090 const QPointF* dpi=nullptr) override; 0091 0092 /** 0093 * Gets the number of armies represented by an infantry: 1 0094 * @return the number of armies represented by an infantry: 1 0095 */ 0096 inline unsigned int nbArmies() const override {return m_nbArmies;} 0097 0098 private: 0099 static const unsigned int m_nbArmies = 1; 0100 }; 0101 0102 } 0103 0104 #endif