author | Tero Marttila <terom@fixme.fi> |
Thu, 22 Jan 2009 01:53:05 +0200 | |
branch | new_graphics |
changeset 417 | c503e0c6a740 |
parent 412 | 721c60072091 |
child 427 | 01e77fe8c040 |
permissions | -rw-r--r-- |
417
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support for building without Network/Graphics, although the disable-graphics case is kind of hackish still
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parents:
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1 |
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c503e0c6a740
support for building without Network/Graphics, although the disable-graphics case is kind of hackish still
Tero Marttila <terom@fixme.fi>
parents:
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diff
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// XXX: must include Player first, as it contains an instance of Rope |
225 | 3 |
#include "Player.hh" |
4 |
#include "Rope.hh" |
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5 |
#include "Engine.hh" |
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Tero Marttila <terom@fixme.fi>
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#include "Error.hh" |
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#include <math.h> |
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#include <stdexcept> |
225 | 10 |
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235 | 11 |
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) |
235 | 15 |
{ |
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// XXX: better shape |
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225 | 17 |
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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24 |
||
235 | 25 |
void Rope::throwRope (void) { |
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state = ROPE_FLYING; |
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225 | 27 |
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235 | 28 |
// XXX: this should probably be more dynamic? |
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length = ROPE_LENGTH; |
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30 |
||
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// copy position + velocity from player |
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285 | 32 |
setPosition (player.getPosition()); |
235 | 33 |
velocity = player.getVelocity() + player.getDirection() * ROPE_VELOCITY; |
34 |
||
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// we are FLYING |
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inAir = true; |
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||
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// enable the physics object |
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225 | 39 |
enable(); |
241 | 40 |
|
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// inform network |
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player.handleRopeState(state); |
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225 | 43 |
} |
44 |
||
273 | 45 |
void Rope::onCollision (Vector collisionPoint, PhysicsObject *other) { |
322 | 46 |
// Fix the rope to another player if collided with it |
305 | 47 |
if (other != NULL) { |
328 | 48 |
// we collided with another object |
305 | 49 |
if (other->getType() == PLAYER) { |
328 | 50 |
// set our player's pivot to the object that we collided with |
305 | 51 |
Player *target = dynamic_cast<Player*>(other); |
328 | 52 |
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// ignore if the rope hits ourself |
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if (target == &this->player) |
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305 | 55 |
return; |
328 | 56 |
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// set player's pivot to the other player |
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player.setPivot(target); |
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59 |
||
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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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305 | 65 |
return; |
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} |
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328 | 67 |
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} else { |
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// Collided with terrain, set player's pivot to ourselves |
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322 | 70 |
player.setPivot(this); |
305 | 71 |
} |
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235 | 73 |
// attached to something! |
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state = ROPE_FIXED; |
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305 | 75 |
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. |
328 | 79 |
setPosition(collisionPoint); |
241 | 80 |
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// inform network |
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player.handleRopeState(state); |
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225 | 83 |
} |
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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(); |
229 | 88 |
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235 | 89 |
state = ROPE_FOLDED; |
228 | 90 |
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// player doesn't have a pivot anymore |
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235 | 92 |
player.setPivot(NULL); |
241 | 93 |
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// inform network |
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player.handleRopeState(state); |
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225 | 96 |
} |
97 |
||
235 | 98 |
void Rope::changeLength (float delta) { |
241 | 99 |
// change length |
235 | 100 |
length += delta; |
241 | 101 |
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// minimum length |
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235 | 103 |
if (length < 0) |
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length = 0; |
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241 | 105 |
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// inform network |
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player.handleRopeLength(length); |
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231 | 108 |
} |
109 |
||
225 | 110 |
RopeState Rope::getState (void) { |
235 | 111 |
return state; |
225 | 112 |
} |
241 | 113 |
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float Rope::getLength (void) { |
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return length; |
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} |
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||
328 | 118 |
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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241 | 126 |
// 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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328 | 133 |
// 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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241 | 139 |
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328 | 140 |
} else if (this->state == ROPE_FIXED) |
241 | 141 |
player.setPivot(NULL); |
142 |
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// update position stuff |
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264 | 144 |
updatePhysics(position, velocity, true, FACING_RIGHT, 0); |
241 | 145 |
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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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||
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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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225 | 155 |
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417
c503e0c6a740
support for building without Network/Graphics, although the disable-graphics case is kind of hackish still
Tero Marttila <terom@fixme.fi>
parents:
412
diff
changeset
|
156 |
#if GRAPHICS_ENABLED |
412
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Tero Marttila <terom@fixme.fi>
parents:
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diff
changeset
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void Rope::draw (graphics::Display &display, PixelCoordinate camera) { |
328 | 158 |
PixelCoordinate player_pos = player.getCoordinate() - camera; |
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PixelCoordinate target_pos; |
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// figure out what target is |
328 | 162 |
if (state == ROPE_FOLDED) { |
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return; |
ff4ecea83cf5
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328 | 165 |
} else if (state == ROPE_FLYING) { |
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// target is us |
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target_pos = getCoordinate(); |
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328 | 169 |
} else { // state == ROPE_FIXED |
170 |
// 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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||
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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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328 | 178 |
// align with camera |
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target_pos -= camera; |
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180 |
||
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// draw a line from the player to the target chosen above |
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Tero Marttila <terom@fixme.fi>
parents:
408
diff
changeset
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display.get_gc()->draw_line( |
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player_pos.x, player_pos.y, |
328 | 184 |
target_pos.x, target_pos.y, |
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ROPE_COLOR_DARK |
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); |
225 | 187 |
} |
417
c503e0c6a740
support for building without Network/Graphics, although the disable-graphics case is kind of hackish still
Tero Marttila <terom@fixme.fi>
parents:
412
diff
changeset
|
188 |
#endif |
225 | 189 |
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252
25054ce94d07
Rope is released if the ground on the pivot point is destroyed.
ekku
parents:
248
diff
changeset
|
190 |
void Rope::tick (TimeMS dt) { |
328 | 191 |
if (state == ROPE_FLYING) { |
192 |
// let PhysicsObject handle the flying stage |
|
252
25054ce94d07
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ekku
parents:
248
diff
changeset
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193 |
PhysicsObject::tick(dt); |
322 | 194 |
|
328 | 195 |
} else if (state == ROPE_FIXED) { |
196 |
// if player's pivot is some other player, then don't re-check the terrain |
|
322 | 197 |
if (player.getPivot() != this) |
198 |
return; |
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199 |
||
328 | 200 |
// If there's no ground on the pivot point anymore, release the rope |
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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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parents:
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201 |
if (!world.terrain.collides(position)) { |
328 | 202 |
// XXX: move to some new method |
322 | 203 |
state = ROPE_FLYING; |
204 |
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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} |
328 | 209 |
} else { // state == ROPE_FOLDED |
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// ignore ticks when folded |
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} |
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} |
328 | 213 |