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shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/actors/Actor.java
T
2016-02-22 15:24:08 -05:00

278 lines
5.6 KiB
Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2015 Evan Debenham
*
* This program 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 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.actors;
import java.util.Arrays;
import java.util.HashSet;
import android.util.SparseArray;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.Statistics;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Blob;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.watabou.utils.Bundlable;
import com.watabou.utils.Bundle;
public abstract class Actor implements Bundlable {
public static final float TICK = 1f;
private float time;
private int id = 0;
//used to determine what order actors act in.
//hero should always act on 0, therefore negative is before hero, positive is after hero
protected int actPriority = Integer.MAX_VALUE;
protected abstract boolean act();
protected void spend( float time ) {
this.time += time;
}
protected void postpone( float time ) {
if (this.time < now + time) {
this.time = now + time;
}
}
protected float cooldown() {
return time - now;
}
protected void diactivate() {
time = Float.MAX_VALUE;
}
protected void onAdd() {}
protected void onRemove() {}
private static final String TIME = "time";
private static final String ID = "id";
@Override
public void storeInBundle( Bundle bundle ) {
bundle.put( TIME, time );
bundle.put( ID, id );
}
@Override
public void restoreFromBundle( Bundle bundle ) {
time = bundle.getFloat( TIME );
id = bundle.getInt( ID );
}
private static int nextID = 1;
public int id() {
if (id > 0) {
return id;
} else {
return (id = nextID++);
}
}
// **********************
// *** Static members ***
private static HashSet<Actor> all = new HashSet<>();
private static HashSet<Char> chars = new HashSet<>();
private static Actor current;
private static SparseArray<Actor> ids = new SparseArray<>();
private static float now = 0;
public static void clear() {
now = 0;
all.clear();
chars.clear();
ids.clear();
}
public static void fixTime() {
if (Dungeon.hero != null && all.contains( Dungeon.hero )) {
Statistics.duration += now;
}
float min = Float.MAX_VALUE;
for (Actor a : all) {
if (a.time < min) {
min = a.time;
}
}
for (Actor a : all) {
a.time -= min;
}
now = 0;
}
public static void init() {
add( Dungeon.hero );
for (Mob mob : Dungeon.level.mobs) {
add( mob );
}
for (Blob blob : Dungeon.level.blobs.values()) {
add( blob );
}
current = null;
}
private static final String NEXTID = "nextid";
public static void storeNextID( Bundle bundle){
bundle.put( NEXTID, nextID );
}
public static void restoreNextID( Bundle bundle){
nextID = bundle.getInt( NEXTID );
}
public static void resetNextID(){
nextID = 1;
}
/*protected*/public void next() {
if (current == this) {
current = null;
}
}
public static void process() {
if (current != null) {
return;
}
boolean doNext;
do {
now = Float.MAX_VALUE;
current = null;
for (Actor actor : all) {
//some actors will always go before others if time is equal.
if (actor.time < now ||
actor.time == now && (current == null || actor.actPriority < current.actPriority)) {
now = actor.time;
current = actor;
}
}
if (current != null) {
if (current instanceof Char && ((Char)current).sprite.isMoving) {
// If it's character's turn to act, but its sprite
// is moving, wait till the movement is over
current = null;
break;
}
doNext = current.act();
if (doNext && !Dungeon.hero.isAlive()) {
doNext = false;
current = null;
}
} else {
doNext = false;
}
} while (doNext);
}
public static void add( Actor actor ) {
add( actor, now );
}
public static void addDelayed( Actor actor, float delay ) {
add( actor, now + delay );
}
private static void add( Actor actor, float time ) {
if (all.contains( actor )) {
return;
}
ids.put( actor.id(), actor );
all.add( actor );
actor.time += time;
actor.onAdd();
if (actor instanceof Char) {
Char ch = (Char)actor;
chars.add( ch );
for (Buff buff : ch.buffs()) {
all.add( buff );
buff.onAdd();
}
}
}
public static void remove( Actor actor ) {
if (actor != null) {
all.remove( actor );
chars.remove( actor );
actor.onRemove();
if (actor.id > 0) {
ids.remove( actor.id );
}
}
}
public static Char findChar( int pos ) {
for (Char ch : chars){
if (ch.pos == pos)
return ch;
}
return null;
}
public static Actor findById( int id ) {
return ids.get( id );
}
public static HashSet<Actor> all() {
return all;
}
public static HashSet<Char> chars() { return chars; }
}