AvatarMoverProcess Class Reference

#include <AvatarMoverProcess.h>

Inheritance diagram for AvatarMoverProcess:

Process List of all members.

Public Member Functions

 AvatarMoverProcess ()
virtual ~AvatarMoverProcess ()
 ENABLE_RUNTIME_CLASSTYPE ()
virtual bool run (const uint32 framenum)
void OnMouseDown (int button, int mx, int my)
void OnMouseUp (int button)
bool loadData (IDataSource *ids, uint32 version)

Protected Member Functions

virtual void saveData (ODataSource *ods)
bool handleHangingMode (const uint32 framenum)
bool handleCombatMode (const uint32 framenum)
bool handleNormalMode (const uint32 framenum)
void step (Animation::Sequence action, int direction, bool adjusted=false)
void jump (Animation::Sequence action, int direction)
void turnToDirection (int direction)
bool checkTurn (int direction, bool moving)
bool canAttack ()

Protected Attributes

uint32 lastframe
uint32 lastAttack
sint32 idleTime
Animation::Sequence lastHeadShakeAnim
MButton mouseButton [2]

Detailed Description

Definition at line 26 of file AvatarMoverProcess.h.


Constructor & Destructor Documentation

AvatarMoverProcess::AvatarMoverProcess (  ) 

Definition at line 44 of file AvatarMoverProcess.cpp.

References MButton::curDown, idleTime, lastAttack, MButton::lastDown, lastframe, lastHeadShakeAnim, Animation::lookLeft, MBS_HANDLED, MBS_RELHANDLED, mouseButton, MButton::state, and Process::type.

AvatarMoverProcess::~AvatarMoverProcess (  )  [virtual]

Definition at line 60 of file AvatarMoverProcess.cpp.


Member Function Documentation

bool AvatarMoverProcess::canAttack (  )  [protected]

Definition at line 818 of file AvatarMoverProcess.cpp.

References Actor::getDex(), getMainActor(), lastAttack, and lastframe.

Referenced by handleCombatMode().

bool AvatarMoverProcess::checkTurn ( int  direction,
bool  moving 
) [protected]

Definition at line 783 of file AvatarMoverProcess.cpp.

References Actor::ACT_COMBATRUN, Animation::combatStand, Actor::doAnim(), Actor::getActorFlags(), Actor::getDir(), Actor::getLastAnim(), getMainActor(), Actor::isInCombat(), Animation::run, turnToDirection(), Process::waitFor(), and Animation::walk.

Referenced by handleCombatMode(), handleNormalMode(), and step().

AvatarMoverProcess::ENABLE_RUNTIME_CLASSTYPE (  ) 

Reimplemented from Process.

bool AvatarMoverProcess::handleCombatMode ( const uint32  framenum  )  [protected]

Definition at line 146 of file AvatarMoverProcess.cpp.

References MainActor::accumulateDex(), MainActor::accumulateStr(), Actor::ACT_COMBATRUN, Animation::advance, Animation::attack, canAttack(), checkTurn(), Animation::checkWeapon(), Animation::combatStand, Animation::die, Actor::doAnim(), DOUBLE_CLICK_TIMEOUT, Animation::fallBackwards, MusicProcess::get_instance(), GUIApp::get_instance(), GUIApp::getDesktopGump(), Actor::getDir(), Actor::getLastAnim(), getMainActor(), GUIApp::getMouseCoords(), GUIApp::getMouseDirection(), GUIApp::getMouseLength(), idleTime, GUIApp::isAvatarInStasis(), Animation::kick, lastAttack, MButton::lastDown, MBS_DOWN, MBS_HANDLED, MBS_RELHANDLED, mouseButton, MusicProcess::playCombatMusic(), Animation::readyWeapon, Animation::retreat, Animation::run, Actor::setActorFlag(), Animation::standUp, Animation::startBlock, MButton::state, Animation::stopBlock, Actor::toggleInCombat(), Gump::TraceObjId(), Animation::unreadyWeapon, Process::waitFor(), and Animation::walk.

Referenced by run().

bool AvatarMoverProcess::handleHangingMode ( const uint32  framenum  )  [protected]

Definition at line 98 of file AvatarMoverProcess.cpp.

References Animation::climb40, Actor::doAnim(), DOUBLE_CLICK_TIMEOUT, MainActor::ensureGravityProcess(), GUIApp::get_instance(), getMainActor(), idleTime, GUIApp::isAvatarInStasis(), MButton::lastDown, MBS_DOWN, MBS_HANDLED, MBS_RELHANDLED, mouseButton, MButton::state, Animation::SUCCESS, GravityProcess::terminate(), Actor::tryAnim(), and Process::waitFor().

Referenced by run().

bool AvatarMoverProcess::handleNormalMode ( const uint32  framenum  )  [protected]

Definition at line 330 of file AvatarMoverProcess.cpp.

References MainActor::accumulateDex(), MainActor::accumulateStr(), Actor::ACT_COMBATRUN, checkTurn(), Animation::checkWeapon(), Actor::clearActorFlag(), Animation::climb16, Animation::climb72, MButton::curDown, Animation::die, Actor::doAnim(), DOUBLE_CLICK_TIMEOUT, Animation::fallBackwards, Kernel::get_instance(), GUIApp::get_instance(), Actor::getActorFlags(), GUIApp::getDesktopGump(), Actor::getDir(), Actor::getLastAnim(), getMainActor(), GUIApp::getMouseCoords(), GUIApp::getMouseDirection(), GUIApp::getMouseLength(), Kernel::getProcess(), idleTime, GUIApp::isAvatarInStasis(), Animation::isCombatAnim(), Actor::isInCombat(), jump(), Animation::jump, Animation::jumpUp, MButton::lastDown, lastHeadShakeAnim, Animation::lookLeft, Animation::lookRight, MBS_DOWN, MBS_HANDLED, MBS_RELHANDLED, mouseButton, pout, Animation::readyWeapon, Animation::run, Animation::runningJump, Animation::stand, Animation::standUp, MButton::state, step(), Animation::step, Animation::SUCCESS, Actor::toggleInCombat(), Gump::TraceObjId(), Actor::tryAnim(), Animation::unreadyWeapon, Process::waitFor(), and Animation::walk.

Referenced by run().

void AvatarMoverProcess::jump ( Animation::Sequence  action,
int  direction 
) [protected]

Definition at line 676 of file AvatarMoverProcess.cpp.

References Actor::ACT_AIRWALK, Animation::airwalkJump, Actor::doAnim(), SettingManager::get(), Kernel::get_instance(), SettingManager::get_instance(), GUIApp::get_instance(), Actor::getActorFlags(), Item::getCentre(), GUIApp::getGameMapGump(), getItem(), getMainActor(), GUIApp::getMouseCoords(), Item::getShapeInfo(), Actor::getStr(), ShapeInfo::is_land(), Animation::jump, Animation::jumpUp, Animation::runningJump, Gump::ScreenSpaceToGump(), Animation::shakeHead, GameMapGump::TraceCoordinates(), and Process::waitFor().

Referenced by handleNormalMode().

bool AvatarMoverProcess::loadData ( IDataSource ids,
uint32  version 
)

load Process data

Reimplemented from Process.

Definition at line 876 of file AvatarMoverProcess.cpp.

References idleTime, lastAttack, lastHeadShakeAnim, and Process::loadData().

void AvatarMoverProcess::OnMouseDown ( int  button,
int  mx,
int  my 
)

Definition at line 824 of file AvatarMoverProcess.cpp.

References BUTTON_LEFT, BUTTON_RIGHT, MButton::curDown, MButton::lastDown, MBS_DOWN, MBS_HANDLED, mouseButton, and MButton::state.

Referenced by GameMapGump::OnMouseDown().

void AvatarMoverProcess::OnMouseUp ( int  button  ) 

Definition at line 850 of file AvatarMoverProcess.cpp.

References BUTTON_LEFT, BUTTON_RIGHT, MBS_DOWN, MBS_RELHANDLED, mouseButton, and MButton::state.

Referenced by GameMapGump::OnMouseUp().

bool AvatarMoverProcess::run ( const uint32  framenum  )  [virtual]

Implements Process.

Definition at line 65 of file AvatarMoverProcess.cpp.

References Actor::ACT_COMBATRUN, Kernel::get_instance(), Actor::getActorFlags(), Item::getGravityPID(), Actor::getLastAnim(), getMainActor(), handleCombatMode(), handleHangingMode(), handleNormalMode(), Animation::hang, idleTime, Actor::isInCombat(), and lastframe.

void AvatarMoverProcess::saveData ( ODataSource ods  )  [protected, virtual]

save the Process data

Reimplemented from Process.

Definition at line 867 of file AvatarMoverProcess.cpp.

References idleTime, lastAttack, lastHeadShakeAnim, Process::saveData(), ODataSource::write2(), and ODataSource::write4().

void AvatarMoverProcess::step ( Animation::Sequence  action,
int  direction,
bool  adjusted = false 
) [protected]

Definition at line 606 of file AvatarMoverProcess.cpp.

References checkTurn(), Animation::checkWeapon(), Actor::doAnim(), Animation::END_OFF_LAND, Animation::FAILURE, Actor::getLastAnim(), getMainActor(), Animation::keepBalance, Animation::run, Animation::stand, Animation::step, Actor::tryAnim(), Process::waitFor(), and Animation::walk.

Referenced by handleNormalMode(), and turnToDirection().

void AvatarMoverProcess::turnToDirection ( int  direction  )  [protected]

Definition at line 733 of file AvatarMoverProcess.cpp.

References Actor::ACT_COMBATRUN, Animation::combatStand, Actor::doAnim(), Kernel::get_instance(), Actor::getActorFlags(), Actor::getDir(), getMainActor(), Kernel::getProcess(), Actor::isInCombat(), Animation::lookLeft, Animation::lookRight, Animation::stand, step(), and Process::waitFor().

Referenced by checkTurn().


Member Data Documentation

sint32 AvatarMoverProcess::idleTime [protected]

Definition at line 60 of file AvatarMoverProcess.h.

Referenced by AvatarMoverProcess(), handleCombatMode(), handleHangingMode(), handleNormalMode(), loadData(), run(), and saveData().

uint32 AvatarMoverProcess::lastAttack [protected]

Definition at line 57 of file AvatarMoverProcess.h.

Referenced by AvatarMoverProcess(), canAttack(), handleCombatMode(), loadData(), and saveData().

uint32 AvatarMoverProcess::lastframe [protected]

Definition at line 54 of file AvatarMoverProcess.h.

Referenced by AvatarMoverProcess(), canAttack(), and run().

Animation::Sequence AvatarMoverProcess::lastHeadShakeAnim [protected]

Definition at line 61 of file AvatarMoverProcess.h.

Referenced by AvatarMoverProcess(), handleNormalMode(), loadData(), and saveData().

MButton AvatarMoverProcess::mouseButton[2] [protected]

Definition at line 63 of file AvatarMoverProcess.h.

Referenced by AvatarMoverProcess(), handleCombatMode(), handleHangingMode(), handleNormalMode(), OnMouseDown(), and OnMouseUp().


The documentation for this class was generated from the following files:
Generated on Fri Jul 27 22:28:41 2007 for pentagram by  doxygen 1.4.7