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/*
* atanks - obliterate each other with oversize weapons
* Copyright (C) 2003 Thomas Hudson
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
* */
#include "environment.h"
#include "globaldata.h"
#include "teleport.h"
#include "tank.h"
#include "sound.h"
#ifdef NETWORK
# include "player.h"
#endif
TELEPORT::~TELEPORT ()
{
requireUpdate();
update();
if (dim_cur.w > 0)
global.make_bgupdate (dim_cur.x, dim_cur.y, dim_cur.w, dim_cur.h);
if (dim_old.w > 0)
global.make_bgupdate (dim_old.x, dim_old.y, dim_old.w, dim_old.h);
if (remote) {
remote->destroy = true;
remote->remote = nullptr;
}
object = nullptr;
remote = nullptr;
// Take out of the chain:
global.removeObject(this);
}
TELEPORT::TELEPORT (VIRTUAL_OBJECT *targetObj,
int32_t destinationX, int32_t destinationY,
int32_t objRadius, int32_t duration, int32_t type):
VIRTUAL_OBJECT(),
clock(duration),
object(targetObj),
radius(objRadius),
startClock(duration)
{
if (object) {
x = object->x;
y = object->y;
}
// Ensure the destination is not occupied by another tank:
bool need_check = (type != ITEM_SWAPPER);
while (need_check) {
TANK* lt = nullptr;
need_check = false;
global.getHeadOfClass(CLASS_TANK, <);
while ( lt ) {
if ( (std::abs(lt->x - destinationX) < objRadius)
&& (lt->y > destinationY)
&& ((lt->y - destinationY) < objRadius) ) {
need_check = true;
// Maybe move left
if ( ( (destinationX > (objRadius * 2))
&& (destinationX <= lt->x) )
|| (destinationX >= (env.screenWidth - (objRadius * 2))) )
destinationX -= std::abs(lt->x - destinationX);
// Or move right
else if (destinationX < (env.screenWidth - (objRadius * 2)))
destinationX += std::abs(lt->x - destinationX);
// Maybe move up
if ( ( (destinationY > (MENUHEIGHT + (objRadius * 2)) )
&& (destinationY <= lt->y) )
|| (destinationY >= (env.screenHeight - (objRadius * 2))) )
destinationY -= std::abs(lt->y - destinationY);
// Or move down
else if (destinationY < (env.screenHeight - (objRadius * 2)))
destinationY += std::abs(lt->y - destinationY);
}
lt->getNext(<);
}
} // end of needing to check the destination
try {
remote = new TELEPORT (this, destinationX, destinationY);
} catch(std::bad_alloc &e) {
std::cerr << "Error creating TELEPORT: " << e.what() << std::endl;
perror ( "teleport.cc: Failed allocating memory for remote in TELEPORT::TELEPORT");
}
play_fire_sound(ITEM_TELEPORT + WEAPONS, x, 255, 1000);
#ifdef NETWORK
// this seems to be the teleport we usually use
int playerindex = 0;
bool found = false;
TANK* the_tank = static_cast<TANK*>(targetObj);
// match the player with the tank
while ( (playerindex < env.numGamePlayers) && (! found) ) {
if ( (env.players[playerindex]->tank)
&& (env.players[playerindex]->tank == the_tank) )
found = true;
else
++playerindex;
}
if (found) {
char buffer[64] = { 0x0 };
snprintf(buffer, 63, "TELEPORT %d %d %d",
playerindex, destinationX, destinationY);
env.sendToClients(buffer);
}
#endif // NETWORK
// Add to the chain:
global.addObject(this);
}
TELEPORT::TELEPORT (TELEPORT *remoteEnd, int32_t destX, int32_t destY) :
VIRTUAL_OBJECT(),
remote(remoteEnd)
{
this->x = destX;
this->y = destY;
if (remote) {
clock = remoteEnd->startClock;
radius = remoteEnd->radius;
startClock = remoteEnd->startClock;
}
// Add to the chain:
global.addObject(this);
}
void TELEPORT::applyPhysics ()
{
if (object) {
if (!clock) {
object->x = remote->x;
object->y = remote->y;
remote->object = object;
object = nullptr;
remote->clock--;
}
} else
clock = remote->clock;
if (clock-- < -startClock / 2)
destroy = true;
}
void TELEPORT::draw ()
{
if (!remote)
return;
double pClock = clock;
int32_t blobSize = 8;
int32_t pRadius = radius;
int32_t maxblobs = 1;
// When the teleporting finishes, the blobs enlarge and disperse
// using this then growing factor:
if (pClock < 1.0)
pClock = 1.0 + (1.0 - (pClock * 2.0));
int32_t transMod = 255 - (pClock / startClock * 255);
if (transMod > 255) transMod = 255;
else if (transMod < 0) transMod = 0;
blobSize -= round(8 / (startClock / pClock)) + 1;
pRadius -= round(radius / (startClock / pClock)) + 1;
maxblobs += pRadius * 4;
BITMAP* tempBitmap = create_bitmap (radius * 2, radius * 2);
blit (global.canvas, tempBitmap,
remote->x - radius, remote->y - radius, 0, 0,
radius * 2, radius * 2);
if (object && remote)
remote->draw();
drawing_mode (DRAW_MODE_TRANS, NULL, 0, 0);
set_trans_blender (0, 0, 0, transMod);
for (int32_t i = round(maxblobs + pClock); i > pClock; --i) {
int32_t xOff = perlin2DPoint (1.0, 200, 1278 + x + (i * 100), pClock, 0.25, 6) * pRadius;
int32_t yOff = perlin2DPoint (1.0, 200, 9734 + y + (i * 100), pClock, 0.25, 6) * pRadius;
int32_t t_col = getpixel(tempBitmap, pRadius + xOff, pRadius + yOff);
circlefill (global.canvas, x + xOff, y + yOff, blobSize, t_col);
}
drawing_mode (DRAW_MODE_SOLID, NULL, 0, 0);
setUpdateArea (x - pRadius - blobSize, y - pRadius - blobSize,
(pRadius + blobSize) * 2, (pRadius + blobSize) * 2);
requireUpdate ();
destroy_bitmap (tempBitmap);
}
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