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/* -*- C++ -*- */
/*
GAV - Gpl Arcade Volleyball
Copyright (C) 2002
GAV team (http://sourceforge.net/projects/gav/)
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., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#include "Player.h"
#include "ControlsArray.h"
#include <math.h>
#include "Team.h"
#define SPEED_FACT_CONST (5)
int Player::maxX() { return _team->xmax(); }
int Player::minX() { return _team->xmin(); }
int Player::minY() { return _team->ymin(); }
int Player::speedX() {
if ( (_speedX > 0) &&
(_x < (_team->xmax() - _frames->width())) )
return(_speedX);
if ( (_speedX < 0) &&
(_x > _team->xmin()) )
return(_speedX);
return(0);
}
bool Player::setState(pl_state_t st, bool force) {
if ((_state == st) && !force) return false;
_state = st;
switch (st) {
case PL_STATE_JUMP:
_currFrameB = configuration.playerFrameConf.playerJmpB - 1;
_currFrameE = configuration.playerFrameConf.playerJmpE - 1;
if ( (_currFrameB == _currFrameE) ||
(configuration.playerFrameConf.playerJmpP == 0) )
_currStateFrameDelay = 0;
else
_currStateFrameDelay = configuration.playerFrameConf.playerJmpP/
( _currFrameE - _currFrameB);
break;
case PL_STATE_STILL:
_currFrameB = configuration.playerFrameConf.playerStillB - 1;
_currFrameE = configuration.playerFrameConf.playerStillE - 1;
if ( (_currFrameB == _currFrameE) ||
(configuration.playerFrameConf.playerStillP == 0) )
_currStateFrameDelay = 0;
else
_currStateFrameDelay = configuration.playerFrameConf.playerStillP/
( _currFrameE - _currFrameB);
break;
case PL_STATE_WALK:
_currFrameB = configuration.playerFrameConf.playerRunB - 1;
_currFrameE = configuration.playerFrameConf.playerRunE - 1;
if ( (_currFrameB == _currFrameE) ||
(configuration.playerFrameConf.playerRunP == 0) )
_currStateFrameDelay = 0;
else
_currStateFrameDelay = configuration.playerFrameConf.playerRunP/
( _currFrameE - _currFrameB);
break;
}
return true;
}
void Player::updateFrame(int ticks, bool changed) {
_overallPassed += ticks;
if ( changed ) {
_overallPassed = 0;
_frameIdx = _currFrameB;
} else if ( _currStateFrameDelay &&
(_overallPassed > _currStateFrameDelay) ) {
// update _frameIdx
if ( ++_frameIdx > _currFrameE )
_frameIdx = _currFrameB;
_overallPassed = 0;
}
}
/* Invoked by the network client in order to draw the proper
animation frame */
void Player::updateClient(int ticks, pl_state_t st) {
updateFrame(ticks, setState(st));
}
void Player::update(int ticks, ControlsArray *ca) {
triple_t input = ca->getCommands(_plId);
int dx = 0;
bool firstTime = (_overallPassed == 0);
if ( input.left )
dx--;
if ( input.right )
dx++;
_speedX = dx?(dx * _speed):0;
_displx += (float) dx * (_speed * ticks / 1000.0);
if ( fabs(_displx) >= 1.0 ) {
_x += (int) _displx;
_displx -= (int) _displx;
}
if ( _x > (_team->xmax() - _frames->width()) )
_x = (_team->xmax() - _frames->width());
else if ( _x < _team->xmin() )
_x = _team->xmin();
if ( _y == GROUND_LEVEL() && input.jump ) {
_speedY = -(configuration.SPEEDY);
}
if ( _y > GROUND_LEVEL() ) {
_y = GROUND_LEVEL();
_speedY = 0;
}
_disply = (float) (_speedY * SPEED_FACT_CONST * ((float) ticks / 1000.0));
if ( fabs(_disply) >= 1.0 ) {
_y += (int) _disply;
_disply -= (int) _disply;
}
if ( _y < GROUND_LEVEL() )
_speedY +=
(float) (configuration.SPEEDY * SPEED_FACT_CONST * ticks) / 1000.0;
int _oldState = _state;
/* detect state changes */
if ( _y < GROUND_LEVEL() ) {
setState(PL_STATE_JUMP); // jumping
} else if (firstTime || (!dx)) { // player still
setState(PL_STATE_STILL, firstTime);
} else if ( dx ) { // player running
setState(PL_STATE_WALK);
}
updateFrame(ticks, (_oldState != _state));
}
void Player::draw(SDL_Surface * screen) {
SDL_Rect rect;
rect.x = _x;
rect.y = _y;
_frames->blit(_frameIdx, screen, &rect);
}
bool
Player::collidesWith(FrameSeq *fs, int idx, SDL_Rect *rect)
{
SDL_Rect myRect;
myRect.x = _x;
myRect.y = _y;
return(_frames->collidesWith(fs, _state, idx, &myRect, rect));
}
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