src/GameState.cc
changeset 199 f5c86420facd
parent 196 e2d32c4601ce
child 200 2dbf40661580
--- a/src/GameState.cc	Thu Dec 04 19:54:51 2008 +0000
+++ b/src/GameState.cc	Thu Dec 04 21:10:41 2008 +0000
@@ -3,116 +3,29 @@
 #include "Engine.hh"
 #include "Config.hh"
 
-/**
- * shoots the selected weapon.
- * TODO: selection and weapon information
- */
-void Player::shoot (void) {
-    // here should be somehow considered which projectile it is
-    if(!canShoot())
-        return;
-    reloadTimer += 0;
-    Vector unitVectorAim = facingRight ? Vector(std::cos(aim), -std::sin(aim)) : 
-            Vector(-std::cos(aim), -std::sin(aim));
-    float shotspeed = 100*PHYSICS_TICK_MS;
-    Vector shotRelativeVelocity = unitVectorAim * shotspeed;
-    Vector shotVelocity = this->velocity + shotRelativeVelocity;
-    this->state.addProjectile(new Shot(this->state, this->position, shotVelocity, true));
+GameState::GameState (void) : local_player(NULL), world(Vector(0, MAP_GRAVITY), Vector(MAP_WIDTH, MAP_HEIGHT)) { }
+
+LocalPlayer *GameState::getLocalPlayer (void) {
+    return local_player;
 }
 
-void Player::handleMove (PlayerInput_Move input) {
-    float fx = 0; // Force in x-direction
-    float da = 0; // Crosshair angle
-
-    // handle left/right
-    if ((input & INPUT_MOVE_LEFT) && (velocity.x > -PLAYER_MAX_SPEED))
-        fx -= PLAYER_MOVE_FORCE;
-
-    if ((input & INPUT_MOVE_RIGHT) && (velocity.x < PLAYER_MAX_SPEED))
-        fx += PLAYER_MOVE_FORCE;
-
-    if (input & INPUT_MOVE_UP)
-        da += CROSSHAIR_ANGLE_SPEED;
-
-    if (input & INPUT_MOVE_DOWN)
-        da -= CROSSHAIR_ANGLE_SPEED;
+void GameState::newLocalPlayer (LocalPlayer *player) {
+    if (local_player)
+        throw std::logic_error("newLocalPlayer called even though we already have a local player");
+    
+    player_list.push_back(player);
+    
+    local_player = player;
+}
 
-    if (input & INPUT_MOVE_JUMP) {
-        if ((input & INPUT_MOVE_LEFT))
-            jump(-1);
-        else if ((input & INPUT_MOVE_RIGHT))
-            jump(1);
-        else
-            jump(0);
-    }
+void GameState::newRemotePlayer (RemotePlayer *player) {
+    player_list.push_back(player);
+}
 
-    if (input & INPUT_MOVE_DIG) {
-        // Should create Shot which destroys ground, but also should be destroyed then,
-        // but it doesn't.
-        // But this now just segfaults
-//        world.addObject(new Shot(state, position, true));
-
-        world.removeGround(position, 15);
-    }
-
-    if (input & INPUT_SHOOT) {
-        this->shoot();
-    }
+void GameState::removePlayer (Player *player) { 
+    player_list.remove(player);
+}
 
 
 
-    // Player facing
-    if (fx < 0) setFacing(false);
-    else if (fx > 0) setFacing(true);
-
-
-    this->changeAim(da); // Move crosshair
-
-    // Apply force
-    applyForce(Vector(fx, 0));
-
-}
-
-void Player::debugInfo (void) {
-    Engine::log(DEBUG, "Player.debugInfo") << "In air: " << this->inAir;
-}
-
-void Shot::onCollision() {
-    world.removeGround(position, 20);
-    this->destroyed = true;
-}
-
-bool Shot::isDestroyed (void) {
-    return this->destroyed;
-}
-
-void Shot::draw(CL_GraphicContext *gc) {
 
-
-    CL_Quad player(
-                   (int)((position).x+1), (int)((position).y+1),
-                   (int)((position).x-1), (int)((position).y+1),
-                   (int)((position).x+1), (int)((position).y-1),
-                   (int)((position).x-1), (int)((position).y-1)
-                   );
-
-    gc->fill_quad(player, CL_Color::green);
-
-    const uint16_t chlen = 10;
-    uint16_t x = player.center().x;
-    uint16_t y = player.center().y;
-    if(target_visible) {
-        if (facingRight) {
-            gc->draw_line(x, y,
-                          x + std::cos(aim)*chlen,
-                          y - std::sin(aim)*chlen,
-                          CL_Color::black);
-        } else {
-            gc->draw_line(x, y,
-                          x - std::cos(aim)*chlen,
-                          y - std::sin(aim)*chlen,
-                          CL_Color::black);
-        }
-    }
-}
-