src/Rope.cc
author Tero Marttila <terom@fixme.fi>
Wed, 21 Jan 2009 23:07:22 +0200
branchnew_graphics
changeset 412 721c60072091
parent 408 e6cfc44266af
child 417 c503e0c6a740
permissions -rw-r--r--
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#include "Player.hh"
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#include "Rope.hh"      
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#include "Engine.hh"
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#include <math.h>
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#include <stdexcept>
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Rope::Rope(Player &player) : 
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    PhysicsObject(player.state.world, ROPE_MASS, Vector(0,0), Vector(0,0), ROPE, 0.00, false), 
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    player(player), 
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    state(ROPE_FOLDED) 
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{
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    // XXX: better shape
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    std::vector<Vector> shape(4);
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    shape[0] = Vector(-1, -1);
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    shape[1] = Vector(-1, 1);
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    shape[2] = Vector(1, 1);
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    shape[3] = Vector(1, -1);
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    setShape(shape);
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}
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void Rope::throwRope (void) {
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    state = ROPE_FLYING;
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    // XXX: this should probably be more dynamic?
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    length = ROPE_LENGTH;
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    // copy position + velocity from player
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    setPosition (player.getPosition());
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    velocity = player.getVelocity() + player.getDirection() * ROPE_VELOCITY;
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    // we are FLYING
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    inAir = true;
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    // enable the physics object
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    enable();
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    // inform network
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    player.handleRopeState(state);
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}
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void Rope::onCollision (Vector collisionPoint, PhysicsObject *other) {
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    // Fix the rope to another player if collided with it
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    if (other != NULL) {
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        // we collided with another object
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        if (other->getType() == PLAYER) {
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            // set our player's pivot to the object that we collided with
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            Player *target = dynamic_cast<Player*>(other);
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            // ignore if the rope hits ourself
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            if (target == &this->player)
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                return;
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            // set player's pivot to the other player
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            player.setPivot(target);
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            // disable ourselves as we're no longer relevant, don't keep colliding with the player
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            disable();
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        } else {
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            // ignore other objects
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            return;
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        }
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    } else { 
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        // Collided with terrain, set player's pivot to ourselves
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        player.setPivot(this);
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    }
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    // attached to something!
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    state = ROPE_FIXED;
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    velocity = Vector(0,0);
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    // Ropes location will be used as the pivot point, so move the location to the collisionPoint.
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    // Currently the position is something like one pixel away from the collisionPoint where there isn't ground.
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    setPosition(collisionPoint);
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    // inform network
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    player.handleRopeState(state);
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}
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void Rope::release (void) {
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    // Remove the rope from the PhysicsWorld
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    disable();
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    state = ROPE_FOLDED;
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    // player doesn't have a pivot anymore
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    player.setPivot(NULL);
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    // inform network
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    player.handleRopeState(state);
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}
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void Rope::changeLength (float delta) {
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    // change length
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    length += delta;
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    // minimum length
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    if (length < 0)
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        length = 0;
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    // inform network
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    player.handleRopeLength(length);
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}
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RopeState Rope::getState (void) {
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    return state;
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}
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float Rope::getLength (void) {
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    return length;
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}
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Player *Rope::getPivotPlayer (void) {
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    if (player.getPivot() == this)
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        return NULL;
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    else
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        return dynamic_cast<Player*>(player.getPivot());
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}
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void Rope::updateState (RopeState new_state, Vector position, Vector velocity, float new_length, Player *pivot_player) {
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    // update physics enabled/disabled state
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    if (new_state == ROPE_FOLDED || new_state == ROPE_FIXED)
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        disable();
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    else // new_state == ROPE_FLYING
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        enable();
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    // update player.pivot to either the given pivot_player, or this rope
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    if (new_state == ROPE_FIXED) {
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        if (pivot_player)
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            player.setPivot(pivot_player);
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        else
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            player.setPivot(this);
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    } else if (this->state == ROPE_FIXED)
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        player.setPivot(NULL);
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    // update position stuff
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    updatePhysics(position, velocity, true, FACING_RIGHT, 0);
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    // update vars
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    this->state = new_state;
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    this->length = new_length;
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}
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void Rope::updateLength (float length) {
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    // update length
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    this->length = length;
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}
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void Rope::draw (graphics::Display &display, PixelCoordinate camera) {
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    PixelCoordinate player_pos = player.getCoordinate() - camera;
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    PixelCoordinate target_pos;
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    // figure out what target is
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    if (state == ROPE_FOLDED) {
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        return;
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    } else if (state == ROPE_FLYING) {
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        // target is us
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        target_pos = getCoordinate();
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    } else {    // state == ROPE_FIXED
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        // sanity-check
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        if (player.getPivot() == NULL)
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            throw Error("Rope::draw in state ROPE_FIXED, yet player.getPivot() is NULL");
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        // target is our pivot
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        target_pos = player.getPivot()->getCoordinate();
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    }
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    // align with camera
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    target_pos -= camera;
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    // draw a line from the player to the target chosen above
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    display.get_gc()->draw_line(
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        player_pos.x, player_pos.y,
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        target_pos.x, target_pos.y,
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        ROPE_COLOR_DARK
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    );
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}
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void Rope::tick (TimeMS dt) {
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    if (state == ROPE_FLYING) {
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        // let PhysicsObject handle the flying stage
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        PhysicsObject::tick(dt); 
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    } else if (state == ROPE_FIXED) {
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        // if player's pivot is some other player, then don't re-check the terrain
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        if (player.getPivot() != this)
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            return;
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        // If there's no ground on the pivot point anymore, release the rope
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e6cfc44266af reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
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        if (!world.terrain.collides(position)) { 
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            // XXX: move to some new method
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            state = ROPE_FLYING;
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            length = ROPE_LENGTH;
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            inAir = true;
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            player.setPivot(NULL);
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            player.handleRopeState(state);
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        }
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    } else { // state == ROPE_FOLDED
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        // ignore ticks when folded
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    }
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}
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