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1 #ifndef GAMESTATE_HH |
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2 #define GAMESTATE_HH |
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3 |
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4 #include "Physics.hh" |
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5 #include "Input.hh" |
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6 #include "Config.hh" |
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7 |
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8 #include <list> |
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9 #include <stdexcept> |
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10 #include <cmath> |
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11 |
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12 // forward-declare GameState |
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13 class GameState; |
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14 |
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15 class Player : public PhysicsObject { |
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16 protected: |
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17 GameState &state; |
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18 bool visible; |
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19 |
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20 public: |
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21 Player(GameState &state, Vector position, bool visible) : |
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22 PhysicsObject((PhysicsWorld &) state, PLAYER_MASS, position, Vector(0, 0)), state(state), visible(visible) { |
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23 |
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24 std::vector<Vector> shape(4); |
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25 shape[0] = Vector(0,-9); |
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26 shape[1] = Vector(6,0); |
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27 shape[2] = Vector(0,9); |
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28 shape[3] = Vector(-6,0); |
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29 // Initialize the shape of the player (salmiakki shape) |
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30 setShape(shape); |
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31 collision_elasticity = PLAYER_COLLISION_ELASTICITY; |
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32 world.addPlayerObject(this); |
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33 } |
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34 |
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35 void debugInfo (); |
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36 virtual void handleMove (PlayerInput_Move input); |
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37 void shoot (void); |
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38 |
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39 }; |
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40 |
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41 class Shot : public PhysicsObject { |
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42 protected: |
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43 GameState &state; |
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44 bool visible; |
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45 uint32_t birth_tick; |
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46 uint32_t death_tick; |
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47 bool target_visible; |
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48 public: |
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49 Shot(GameState &state, Vector position, Vector velocity, bool visible) : |
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50 PhysicsObject((PhysicsWorld &) state, PLAYER_MASS, position, velocity), state(state), visible(visible) { |
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51 // Looks kind of dumb, for ammunition to have shape |
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52 std::vector<Vector> shape(4); |
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53 shape[0] = Vector(-1, -1); |
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54 shape[1] = Vector(-1, 1); |
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55 shape[2] = Vector(1, 1); |
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56 shape[3] = Vector(1, -1); |
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57 setShape(shape); |
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58 target_visible = false; |
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59 collision_elasticity = 0.9; // = shotType.elasticity |
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60 world.addProjectile(this); |
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61 } |
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62 private: |
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63 virtual void onCollision(); |
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64 virtual void draw(CL_GraphicContext *gc); |
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65 }; |
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66 |
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67 class LocalPlayer : public Player { |
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68 protected: |
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69 LocalPlayer (GameState &state, Vector pos, bool visible) : Player(state, pos, visible) { } |
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70 }; |
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71 |
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72 class RemotePlayer : public Player { |
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73 protected: |
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74 RemotePlayer (GameState &state, Vector pos, bool visible) : Player(state, pos, visible) { } |
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75 }; |
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76 |
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77 class GameState : public PhysicsWorld { |
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78 public: |
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79 std::list<Player*> player_list; |
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80 |
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81 // only one local player is supported |
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82 LocalPlayer *local_player; |
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83 |
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84 GameState (void) : PhysicsWorld(Vector(0, MAP_GRAVITY), Vector(MAP_WIDTH, MAP_HEIGHT)), local_player(NULL) { |
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85 |
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86 } |
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87 |
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88 /* |
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89 * This will return NULL if we don't have a local player - yet |
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90 */ |
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91 LocalPlayer *getLocalPlayer (void) { |
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92 return local_player; |
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93 } |
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94 |
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95 void newLocalPlayer (LocalPlayer *player) { |
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96 if (local_player) |
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97 throw std::logic_error("newLocalPlayer called even though we already have a local player"); |
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98 |
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99 player_list.push_back(player); |
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100 |
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101 local_player = player; |
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102 } |
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103 |
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104 void newRemotePlayer (RemotePlayer *player) { |
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105 player_list.push_back(player); |
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106 } |
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107 |
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108 void removePlayer (Player *player) { |
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109 player_list.remove(player); |
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110 } |
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111 }; |
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112 |
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113 #endif |