?? gameobject.java
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/*
Netwar
Copyright (C) 2002 Daniel Grund, Kyle Kakligian, Jason Komutrattananon, & Brian Hibler.
This file is part of Netwar.
Netwar 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 2 of the License, or
(at your option) any later version.
Netwar 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 Netwar; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
package netwar.game;
import netwar.utils.*;
import netwar.utils.vectorgraphics.*;
import netwar.gui.HexViewer;
import java.awt.*;
import netwar.mapper.*; // sigh, I didn't want to have to include this -kyle
/** Abstract class to define a GameObject.
* This defines any object which:
* <BR> occupies at least one Hex,
* <BR> has vertical aspects (it isn't flat at z = 0),
* <BR> (optionally) can be destroyed by weapons,
* <BR> (optionally) has a weapon.
* @author Group N2 - Project Netwar
* @author Daniel Grund
* @author Kyle Kakligian
*/
public abstract class GameObject {
/** Vector of GameObjects containing all currently active GameObjects. */
static protected Vector GameObjects = new LVector();
/** The ID number to assign to the next GameObject added into the game. */
static int nextID = 1;
/** The ID number of this GameObject. A GameObject must have an ID so it can
* be referenced by Commands, which may take some time before they are implemented
* (so an object may be deleted before then) and will be implemented on all
* computers involved in the game.
*/
protected int myID;
/** The Player who owns this game Object. It can be compared for friend-or-foe
* recognition, and can be accessed to acquire the team color, and other team
* wide facts.
*/
protected Player myPlayer;
/** The head of the linked list which provides the distanceSquared and Point3D offset
* from this GameObject to each other GameObject, sorted from closest to farthest.
*/
public SelfSortingMutualDistanceSquared firstSSMDS = null;
/** Point3d's for locations within the hex. I.e. 0,0,0 is the floor at hex center.
* vr[0] is a Point3d for where the center of the hex is if the GameObject is
* currently centered in the hex.
*/
protected Point3D vr[];
/** X part of current hex coordinate. */
protected int x;
/** Y part of current hex coordinate */
protected int y;
//Animation sequence and frame
/** Code number indicating the animation sequence in progress.
* <BR> 0 = only passive animations.
* <BR> 1 = rotating left.
* <BR> 2 = rotating right.
* <BR> 3 = moving forward.
* <BR> 4 = being created.
* <BR> 5 = dying.
*/
protected int action = 0;
/** The number of frames remaining until this animation sequence is completed. */
protected int frame = 0;
/** The number of frames remaining until the primary weapon is reloaded. */
protected int reload = 0;
//Current long-term objectives
/** Code number indicating the long term goal set by this object.
* <BR> 0 = Wait for orders/watch for targets.
* <BR> 1 = Go to hex whose coordinates are (goalX, goalY).
* <BR> 2 = Pursue GameObject target; try to keep it within followDistance() hexes.
*/
protected int mode = 0; //0 = stand still, 1 = go to destination, 2 = pursue target
/** X part of the hex coord of the long term goal. */
protected int goalX;
/** Y part of the hex coord of the long term goal. */
protected int goalY;
/** The GameObject which is being pursued and/or shot at by this GameObject. */
protected GameObject target;
/** The SSMDS which provides distanceSquared and offset data for the target. */
protected SelfSortingMutualDistanceSquared targetSSMDS = null;
/** Used for saving maps, this method returns a structure of all the unit's positions.
*/
public static GameObjectLocationStruct[] getLocationStruct() {
GameObjectLocationStruct ret[] = new GameObjectLocationStruct[GameObjects.getLength()];
int t = 0;
for(GameObjects.goFirst(); GameObjects.isInList(); GameObjects.goNext()) {
GameObject go = (GameObject)(GameObjects.get());
ret[t] = new GameObjectLocationStruct(go.x, go.y, 0);
t++;
}
return ret;
}
/** Used for saving maps, this method returns a structure of all the unit's package names.
*/
public static String[] getLocationStructStrings() {
String ret[] = new String[GameObjects.getLength()];
int t = 0;
for(GameObjects.goFirst(); GameObjects.isInList(); GameObjects.goNext()) {
ret[t] = new String(GameObjects.get().getClass().getName());
t++;
}
return ret;
}
/** Adds a GameObject into the game at the specified location, on the specified team.
* This performs the following initialization processes:
* <BR> Assigns a new unique ID number to the GameObject.
* <BR> Adds the GameObject into the main Vector of GameObjects.
* <BR> Sets the hex coordinates of the GameObject to those passed to this method.
* <BR> Calls the param() method of the GameObject, giving it p as the parameter.
* This allows an arbitrary initialization to take place, which may require an integer.
* <BR> Calls the CreateVectors() method of the GameObject, which allows the 3D location
* data to be initialized.
* <BR> Integrates this GameObject into the SSMDS distance tracking system.
* <BR> Initializes the animation sequence to the first frame of the creation graphics.
* <BR> Sets the Player's team to that passed to this method.
* <BR> Puts the GameObject in the hex identified by the parameters. It is the calling
* method's responsibility to ensure that the hex is a valid location to make this
* GameObject.
* @param u The GameObject to be incorporated into the game.
* @param startX The X part of the hex coordinate to start the object in.
* @param startY The Y part of the hex coordinate to start the object in.
* @param p The parameter for the arbitrary initialization method param().
* @param team The player which owns this object. May be null, for a neutral object.
* @return u, the GameObject which was just incorporated.
*/
public static GameObject newGameObject(GameObject u, int startX, int startY, int p, Player team) {
Hex spawnHex = Hex.getHex(startX, startY);
/**/if(nextID == 2147483647) return null;
//Game will stop making GameObjects if we get too many.
//This will seem really wierd, but very few people will find this feature.
//The problem will be that, although many IDs are no longer used, we can't
//easily change IDs because Commands in the Queue, the array, and in transit
//will refer to the wrong IDs.
//A better solution at this point is to go through and readjust ALL IDs,
//and make the Commands which were already in the Queue adjust to the new
//IDs, but that is big and long and stuff. Maybe next year.
u.myID = nextID++;
GameObjects.append(u);
u.myPlayer = team;
if(team != null)
team.newObject(u);
u.x = startX;
u.y = startY;
u.param(p);
u.createVectors();
u.addTo(HexViewer.getHexViewer());
for(GameObjects.goFirst(); GameObjects.get() != u; GameObjects.goNext())
SelfSortingMutualDistanceSquared.newSSMDS(u, (GameObject)GameObjects.get());
u.action = 4; //Making
u.frame = u.framesToMake();
spawnHex.enter(u);
spawnHex.reserve();
return u;
}
/** Same as newGameObject, only for the mapper.
* @see #newGameObject newFameObject()
*/
public static GameObject newGameObjectM(GameObject u, int startX, int startY, int p) {
HexM spawnHex = HexM.getHex(startX, startY);
/**/if(nextID == 2147483647) return null;
//Game will stop making GameObjects if we get too many.
//This will seem really wierd, but very few people will find this feature.
//The problem will be that, although many IDs are no longer used, we can't
//easily change IDs because Commands in the Queue, the array, and in transit
//will refer to the wrong IDs.
//A better solution at this point is to go through and readjust ALL IDs,
//and make the Commands which were already in the Queue adjust to the new
//IDs, but that is big and long and stuff. Maybe next year.
u.myID = nextID++;
GameObjects.append(u);
try {u.myPlayer = new Player(1, 0, 0, Color.red, true);}
catch(Exception e) {u.myPlayer = Player.getLocal();}
u.x = startX;
u.y = startY;
u.param(p);
u.createVectors();
u.addTo(HexViewerM.getHexViewer());
for(GameObjects.goFirst(); GameObjects.get() != u; GameObjects.goNext())
SelfSortingMutualDistanceSquared.newSSMDS(u, (GameObject)GameObjects.get());
u.action = 4; //Making
u.frame = u.framesToMake();
spawnHex.enter(u);
return u;
}
/** Same as newGameObject, only for the mapper where the unit is not to be displayed.
* @see #newGameObject newFameObject()
*/
public static GameObject newGameObjectMnohex(GameObject u, int p) {
if(nextID == 2147483647) return null;
u.myID = nextID++;
try {u.myPlayer = new Player(1, 0, 0, Color.red, true);}
catch(Exception e) {u.myPlayer = Player.getLocal();}
u.param(p);
u.createVectors();
//u.addTo(HexViewerM.getHexViewer());
//for(GameObjects.goFirst(); GameObjects.get() != u; GameObjects.goNext())
// SelfSortingMutualDistanceSquared.newSSMDS(u, (GameObject)GameObjects.get());
u.action = 4; //Making
u.frame = u.framesToMake();
return u;
}
/** Removes this GameObject from the game.
* This involves the following de-integration processes:
* <BR> Removes this object from the SSMDS tracking system.
* <BR> Removes this object from the GameObjects Vector.
* <BR> Removing the object from the Hex reservation system is the
* responsibility of the calling method.
*/
public void remove() {
if(firstSSMDS != null)
firstSSMDS.remove(this);
GameObjects.goFirst();
while(GameObjects.get() != this)
GameObjects.goNext();
GameObjects.remove();
if(myPlayer != null)
myPlayer.remObject(this);
}
/** Sets the position of the GameObject.
*/
public void setXY(int X, int Y) {x=X;y=Y;}
/** Given an ID number, finds the GameObject with that ID.
* @param ID The ID number of the GameObject.
* @return The GameObject with that ID, or null if none exists with that ID.
**/
public static GameObject getObjectWithID(int ID) {
GameObject go;
//First, see if we are already on the Unit or past it.
//If on the Unit, hurray. If past it, go back to start.
if(GameObjects.isInList()) {
go = (GameObject)GameObjects.get();
if(go.myID == ID)
return go;
if(go.myID > ID)
GameObjects.goFirst();
}else
GameObjects.goFirst();
while(GameObjects.isInList()) {
go = (GameObject)GameObjects.get();
if(go.myID == ID) //Found it!
return go;
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