src/Player.cc
author saiam
Sun, 07 Dec 2008 23:27:20 +0000
changeset 272 97de051edbcf
parent 271 bf6784a95b08
child 274 c35307e8645c
permissions -rw-r--r--
Added PhysicsObject* attribute to onCollision
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#include "Player.hh"
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#include "Weapons.hh"
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#include "Engine.hh"
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#include "Graphics.hh"
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#include <cstdlib>
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#include <ClanLib/display.h>
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#include <string>
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#include <cassert>
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// player static state
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bool Player::skin_loaded = false;
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CL_Surface Player::skin_surface;
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// XXX: give these better names and move elsewhere
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const int img_num_aim = 2;
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const int img_num_step = 4;
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const int img_height = 20;
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const int img_width = 17;
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Player::Player(GameState &state, Vector position, bool visible) : 
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    PhysicsObject(state.world, PLAYER_MASS, position, Vector(0, 0), PLAYER), state(state), visible(visible),
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    weapons(buildWeaponsList()), selectedWeapon(0), animation_step(0), rope(*this) 
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{
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    // XXX: populate weapons from somewhere else
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    // build the player's shape
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    // XXX: these dimensions are incorrect...
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    std::vector<Vector> shape(4);
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    shape[0] = Vector(0,-9);
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    shape[1] = Vector(6,0);
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    shape[2] = Vector(0,9); 
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    shape[3] = Vector(-6,0);
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    // Initialize the shape of the player (salmiakki shape)
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    setShape(shape);
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    // XXX: this should be a PhysicsObject constructor arg
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    collision_elasticity = PLAYER_COLLISION_ELASTICITY;
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}
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void Player::handleDig (Vector pos, float radius) {
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    // calculate new position and velocity
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    Vector digPosition = pos + getDirection() * PROJECTILE_START_DISTANCE;
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    // remove directly
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    world.removeGround(digPosition, radius);
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}
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void Player::handleCreateProjectile (Weapon *weapon, Vector position, Vector velocity) {
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    new Projectile(state, position, velocity, weapon);
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}
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void Player::handleChangeWeapon (unsigned int weaponIndex) {
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    assert(weaponIndex < weapons.size());
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    selectedWeapon = weaponIndex;
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}
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void Player::printDebugInfo (void) {
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    Engine::log(DEBUG, "layer.debug") << "In air: " << this->inAir;
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}
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void Player::tick (TimeMS dt) {
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    // let PhysicsObject execute
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    PhysicsObject::tick(dt);
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    // tick current weapon reload
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    if (getCurrentWeapon())
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        getCurrentWeapon()->tickReload(dt);
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}
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void Player::handleRopeState (RopeState state) {
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}
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void Player::handleRopeLength (float length) {
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}
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void LocalPlayer::fireWeapon (Weapon *weapon) {
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    // update reload timer
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    weapon->reload();
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    // calculate new position and velocity
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    Vector shotPosition = position + getDirection() * PROJECTILE_START_DISTANCE;
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    Vector shotVelocity = velocity + getDirection() * weapon->getSpeed();
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    // Recoil
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    Vector recoilForce =  (getDirection() * weapon->getRecoil())*(-1);
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    applyForce(recoilForce);
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    // execute
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    handleCreateProjectile(weapon, shotPosition, shotVelocity);
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}
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void LocalPlayer::changeWeapon (int delta) {
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    // need to handle negative deltas
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    handleChangeWeapon((weapons.size() + selectedWeapon + delta) % weapons.size());
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}
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void LocalPlayer::handleInput (PlayerInput input) {
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    // Movement force, vertical is always zero
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    Vector move_force = Vector(0, 0); 
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    // Crosshair angle change
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    float aim_delta = 0; 
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    // handle movement left/right by applying a horizontal force, but limit the player's speed
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    // also update facing if needed
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    if (!((input & INPUT_MOVE_LEFT) && (input & INPUT_MOVE_RIGHT))) {
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        if (input & INPUT_MOVE_LEFT) {
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            if (velocity.x > -PLAYER_MAX_SPEED)
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                move_force.x -= PLAYER_MOVE_FORCE;
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            setFacing(FACING_LEFT);
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        }
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        if (input & INPUT_MOVE_RIGHT) {
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            if (velocity.x < PLAYER_MAX_SPEED)
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                move_force.x += PLAYER_MOVE_FORCE;
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            setFacing(FACING_RIGHT);
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        }
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    }
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    // handle aim by creating a aim angle delta
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    if (input & INPUT_AIM_UP)
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        aim_delta += CROSSHAIR_ANGLE_SPEED;
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    if (input & INPUT_AIM_DOWN)
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        aim_delta -= CROSSHAIR_ANGLE_SPEED;
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    // handle jumping by invoking the jump method
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    // XXX: the direction should ideally be given using some other method
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    if (input & INPUT_JUMP) {
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        if (input & INPUT_MOVE_LEFT)
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            jump(-1);
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        else if (input & INPUT_MOVE_RIGHT)
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            jump(1);
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        else
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            jump(0);
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    }
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    // outsource digging to Player::handleDig, since this modifies the Terrain and Network needs to know
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    if (input & INPUT_DIG)
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        handleDig(position, 15);
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    // change weapon back/forth
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    if (input & INPUT_CHANGE_PREV)
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        changeWeapon(-1);
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    if (input & INPUT_CHANGE_NEXT)
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        changeWeapon(+1);
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    // validate shoot events, and then outsource to handleShoot so Network can intercept it
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    if ((input & INPUT_SHOOT) && getCurrentWeapon()->canShoot())
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        fireWeapon(getCurrentWeapon());
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    // rope throw+release+changeLength, but supress spurious events
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    if (input & INPUT_ROPE)
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        rope.throwRope();
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    if (input & INPUT_UNROPE && rope.getState() != ROPE_FOLDED)
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        rope.release();
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    if (input & INPUT_ROPE_UP && rope.getState() == ROPE_FIXED)
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        rope.changeLength(-ROPE_GROWTH_RATE);
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    if (input & INPUT_ROPE_DOWN && rope.getState() == ROPE_FIXED)
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        rope.changeLength(ROPE_GROWTH_RATE);
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    // XXX: how should this be written? What does this do? Probably broken under network play
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    if (move_force.x != 0) 
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        animation_step = (animation_step + 1) % img_num_step;
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    // apply aim delta
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    if (aim_delta)
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        changeAim(aim_delta);
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    // apply force
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    if (!move_force.zero())
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        applyForce(move_force);
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}
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Weapon* Player::getCurrentWeapon() {
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    return weapons[selectedWeapon % weapons.size()];
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}
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void Player::draw (Graphics *g, PixelCoordinate camera) {
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    CL_GraphicContext *gc = g->get_gc();
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    // animation indexes
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    int aim_img_idx = (int)((1 - (getAim() + KG_PI / 2) / KG_PI) * img_num_aim);
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    int step_img_idx = animation_step % img_num_step;
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    // load skin image if not yet loaded
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    if (!skin_loaded) {
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        skin_surface = CL_Surface(PLAYER_SKIN_PATH);
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        skin_loaded = true;
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    }
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    // calulate where to draw the worm
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    CL_Rectf destination(
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        position.x + (facing == FACING_RIGHT ? -1 : 1) * img_width / 2  - camera.x, 
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        position.y - img_height / 2                                     - camera.y, 
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        position.x + (facing == FACING_RIGHT ? 1 : -1) * img_width / 2  - camera.x, 
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        position.y + img_height / 2                                     - camera.y
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    );
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    // draw the correct animation frame from the skin
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    skin_surface.draw_subpixel(
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        CL_Rectf(
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            step_img_idx * img_width, 
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            aim_img_idx * img_height, 
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            (1 + step_img_idx) * img_width, 
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            (aim_img_idx + 1) * img_height
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        ), destination, gc
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    );
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    // draw a proper crosshair-box
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    PixelCoordinate crosshair = getCoordinate() + world.getPixelCoordinate(getDirection() * PLAYER_CROSSHAIR_DISTANCE) - camera;
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    gc->draw_rect(
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        CL_Rectf(
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            crosshair.x - PLAYER_CROSSHAIR_WIDTH / 2,
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            crosshair.y - PLAYER_CROSSHAIR_WIDTH / 2,
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            crosshair.x + PLAYER_CROSSHAIR_WIDTH / 2,
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            crosshair.y + PLAYER_CROSSHAIR_WIDTH / 2
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        ), CL_Color::red
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    );
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    // draw rope
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    rope.draw(g, camera);
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}
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void LocalPlayer::draw (Graphics *g, bool displayWeapon, PixelCoordinate camera) {
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    // superclass draw
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    Player::draw(g, camera);
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    // display weapon name?
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    if (displayWeapon && getCurrentWeapon()) {
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        const std::string weaponName = getCurrentWeapon()->getName();
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        PixelCoordinate pc = getCoordinate() - camera;
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        // XXX: fix magic constants once we know how big the worm is
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        g->getSimpleFont().draw(
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                pc.x - g->getSimpleFont().get_width(weaponName) / 2,
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                pc.y - 20,
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                weaponName,
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                g->get_gc()
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        );
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    }
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}
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