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#include "fighter.h"
#include "player.h"
#include "world.h"
/////////////////////////////////////////////////////////////////////////////
// Fighter construction:
Fighter::Fighter(World *world, Player *player)
:
GameObject(world, GameObject::FIGHTER)
{
init();
owner = player;
}
Fighter::Fighter(World *world, CL_NetObject netobj)
:
GameObject(world, GameObject::FIGHTER, netobj)
{
init();
}
Fighter::~Fighter()
{
}
void Fighter::init()
{
owner = 0;
speed = 0;
angle = 0;
position_x = rand()%100;
position_y = rand()%100;
key_accel = false;
key_turn_left = false;
key_turn_right = false;
set_tick_rate(0.05f); // 20 tick updates per second. (only does anything on server side)
slot_read_talkback_position = netobject.connect(talkback_position, this, &Fighter::read_talkback_position);
}
/////////////////////////////////////////////////////////////////////////////
// Fighter attributes:
float Fighter::get_position_x() const
{
return position_x;
}
float Fighter::get_position_y() const
{
return position_y;
}
float Fighter::get_direction() const
{
return angle;
}
float Fighter::get_speed() const
{
return speed;
}
bool Fighter::local_owner() const
{
if (owner == 0) return false;
return owner->owner;
}
/////////////////////////////////////////////////////////////////////////////
// Fighter operations:
void Fighter::set_position_x(float pos)
{
position_x = pos;
}
void Fighter::set_position_y(float pos)
{
position_y = pos;
}
void Fighter::set_direction(float dir)
{
angle = dir;
}
void Fighter::rotate(float delta_angle)
{
angle += delta_angle;
}
void Fighter::set_speed(float speed)
{
this->speed = speed;
}
void Fighter::set_keys(bool new_key_accel, bool new_key_turn_left, bool new_key_turn_right)
{
bool keys_changed =
(key_accel != new_key_accel) ||
(key_turn_left != new_key_turn_left) ||
(key_turn_right != new_key_turn_right);
key_accel = new_key_accel;
key_turn_left = new_key_turn_left;
key_turn_right = new_key_turn_right;
if (keys_changed) send_talkback_position();
}
/////////////////////////////////////////////////////////////////////////////
// Fighter overrideables:
void Fighter::write_full_update(CL_OutputSource &message)
{
message.write_int32(owner->ID);
write_tick_update(message);
}
void Fighter::read_full_update(CL_InputSource &message)
{
owner = get_world()->players.get_id(message.read_int32());
read_tick_update(message);
}
void Fighter::write_tick_update(CL_OutputSource &message)
{
message.write_float32(position_x);
message.write_float32(position_y);
message.write_float32(angle);
message.write_float32(speed);
message.write_bool8(key_accel);
message.write_bool8(key_turn_left);
message.write_bool8(key_turn_right);
}
void Fighter::read_tick_update(CL_InputSource &message)
{
position_x = message.read_float32();
position_y = message.read_float32();
angle = message.read_float32();
speed = message.read_float32();
key_accel = message.read_bool8();
key_turn_left = message.read_bool8();
key_turn_right = message.read_bool8();
}
void Fighter::update(float time_elapsed)
{
if (key_accel)
{
// mbn: this way of calculating acceleration will cause problems with different update cycle speeds.
speed += 300.0f * time_elapsed;
}
if (key_turn_left)
{
rotate(-100.0f * time_elapsed);
}
if (key_turn_right)
{
rotate( 100.0f * time_elapsed);
}
#define ARAD 57.29577951308232
float rad_angle = (90.0f - angle) / ARAD;
float dx = cos(rad_angle);
float dy = sin(rad_angle);
float x_delta = speed * time_elapsed * dx;
float y_delta = -speed * time_elapsed * dy;
position_x += x_delta;
position_y += y_delta;
// HACK during development
if(position_x > 660)
position_x = -20;
if(position_x < -20)
position_x = 660;
if(position_y > 500)
position_y = -20;
if(position_y < -20)
position_y = 500;
if(speed)
{
speed -= time_elapsed * 100.0f;
if(speed < 0)
speed = 0.0f;
}
// Call general update functionality (tickrate updates)
GameObject::update(time_elapsed);
}
/////////////////////////////////////////////////////////////////////////////
// Fighter implementation:
void Fighter::read_talkback_position(const CL_NetComputer &computer, CL_InputSource &message)
{
// Currently a position talkback from client controlling object is the
// same as a tick update, just going from client to server.
//
// Therefore we just need to check if sender is really the controller (no hostile takeovers :)).
if (computer != owner->computer) // Someone that wasnt allowed to control us sent a message!!
{
std::cout << "Someone attempted hostile takeover of Fighter object!!" << std::endl;
return;
}
read_tick_update(message);
}
void Fighter::write_talkback_position(CL_OutputSource &message)
{
// Current a position talkback is the same as a tick update, just going from client to server.
write_tick_update(message);
}
void Fighter::send_talkback_position()
{
CL_OutputSource_Memory output;
write_talkback_position(output);
netobject.talkback(talkback_position, output.get_data());
}
float calc_force(float mass1, float mass2, float distance)
{
float constant = 6.6726f;
return (constant * mass1 * mass2) / (distance * distance);
}
//http://www.angelfire.com/geek/alphabeta/
// mass of earth: 5.97 * 10^24 kg
// mass of spaceship = 20 ton ?
/*
for (split time_elapsed into 5 ms chunks)
{
pos += speed;
speed += calc_grav(pos, planet);
}
*/
// chris hecker, 6th dimension, 6d, game developer magazine
//
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