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// Pingus - A free Lemmings clone
// Copyright (C) 1999 Ingo Ruhnke <grumbel@gmx.de>
//
// 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 3 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, see <http://www.gnu.org/licenses/>.
#include "pingus/pingu_action.hpp"
#include "pingus/collision_map.hpp"
#include "pingus/pingu.hpp"
#include "pingus/pingu_enums.hpp"
#include "pingus/action_name.hpp"
#include "pingus/world.hpp"
#include "pingus/worldobj.hpp"
PinguAction::PinguAction (Pingu* p)
: pingu (p)
{
}
PinguAction::~PinguAction ()
{
}
// Checks if the pingu action needs to catch another pingu (needed for
// example by the blocker)
bool
PinguAction::need_catch ()
{
return false;
}
Vector3f
PinguAction::get_center_pos() const
{
return pingu->get_pos() + Vector3f(0, -16);
}
// Wrapper around the colmap, to get the pixels infront of the pingu,
// from is current position
int
PinguAction::rel_getpixel (int x, int y)
{
// FIXME: Inline me
return WorldObj::get_world()->get_colmap()->getpixel(static_cast<int>(pingu->get_x() + static_cast<float>((x * pingu->direction))),
static_cast<int>(pingu->get_y() - static_cast<float>(y)));
}
char
PinguAction::get_persistent_char ()
{
assert(!"This is not a persitent action!");
return '-';
}
bool
PinguAction::head_collision_on_walk (int x, int y)
{
int pixel = rel_getpixel(x, y + pingu_height);
if (pixel != Groundtype::GP_NOTHING && !(pixel & Groundtype::GP_BRIDGE))
return true;
return false;
}
bool
PinguAction::collision_on_walk (int x, int y)
{
bool collision = false;
int pixel = Groundtype::GP_NOTHING;
for (int pingu_y = 0; pingu_y <= pingu_height; ++pingu_y)
{
pixel = rel_getpixel(x, y + pingu_y);
if (pixel != Groundtype::GP_NOTHING && pixel != Groundtype::GP_BRIDGE)
{
collision = true;
break;
}
}
return collision;
}
std::string
PinguAction::get_name () const
{
return ActionName::to_screenname(get_type());
}
void
PinguAction::move_with_forces ()
{
// Apply gravity
pingu->set_velocity(pingu->get_velocity() + Vector3f(0.0f, 1.0f));
#if 0 // New Code
Vector3f pos = pingu->get_pos();
Vector3f target_pos = pos + pingu->get_velocity();
Vector3f dir = target_pos - pingu->get_pos();
Vector3f velocity = pingu->get_velocity();
float length = dir.length();
dir.normalize();
for(float i = 0; i < length; ++i)
{
pingu->set_pos(pos + (dir * i));
// If there is something below the Pingu
if (rel_getpixel(0, -1) != Groundtype::GP_NOTHING)
{
// FIXME: this shouldn't be really here, but its a
// FIXME: quick&dirty way to kill falling pingus
if (velocity.y > Actions::Faller::deadly_velocity+1)
{
// log_debug("Velocity: " << velocity);
pingu->set_action(Actions::Splashed);
return;
}
else
{
// Make it so that the Pingu won't go down any further.
pingu->set_velocity(Vector3f(0, 0));
return;
}
}
else if (head_collision_on_walk(0, 1))
{
return;
}
else if (collision_on_walk(1, 0))
{
// Make the Pingu bounce off the wall
velocity.x = -velocity.x / 3.0f;
pingu->set_velocity(velocity);
pingu->direction.change();
return;
}
}
#else // Old Code
// FIXME: What does this variable do?
Vector3f resultant_force = pingu->get_velocity();
// FIXME: and what is this all about?! Can't we just use floats?
// Strictly speaking x_numerator should be initialised with
// (resultant_force.y / 2) and y_numerator with (resultant_force.x / 2).
// This would make the algorithm essentially match the Mid-Point Line
// Algorithm. However, zero should do and is more comprehendable.
int x_numerator = 0;
int y_numerator = 0;
int denominator = 0;
int x_inc = 0;
int y_inc = 0;
if (Math::abs(resultant_force.x) > Math::abs(resultant_force.y))
{
// Initialise so that we move in whole pixels in x direction and
// 'fractions' of a pixel in y direction.
denominator = static_cast<int>(Math::abs(resultant_force.x));
x_inc = denominator;
y_inc = static_cast<int>(Math::abs(resultant_force.y));
}
else
{
// Initialise so that we move in whole pixels in y direction and
// 'fractions' of a pixel in x direction.
denominator = static_cast<int>(Math::abs(resultant_force.y));
x_inc = static_cast<int>(Math::abs(resultant_force.x));
y_inc = denominator;
}
Vector3f force_counter = resultant_force;
// Keep moving the Pingu until there is only a fraction left
while ( force_counter.x <= -1
|| force_counter.x >= 1
|| force_counter.y <= -1
|| force_counter.y >= 1)
{
x_numerator += x_inc;
// Is it now not a fraction?
if (x_numerator >= denominator)
{
// Revert back to being a fraction
x_numerator -= denominator;
// If there is something to the left of the Pingu
if (collision_on_walk(1, 0))
{
// Make the Pingu reflect off the wall
force_counter.x = -(force_counter.x);
resultant_force.x = -(resultant_force.x/3);
pingu->set_velocity(resultant_force);
pingu->direction.change();
}
else
{
// Move the Pingu left
pingu->set_x(pingu->get_x() + static_cast<float>(pingu->direction));
force_counter.x -= static_cast<float>(pingu->direction);
}
}
y_numerator += y_inc;
// Is it now not a fraction?
if (y_numerator >= denominator)
{
// Revert back to being a fraction
y_numerator -= denominator;
// Move the Pingu depending on what the direction of the force is
if (force_counter.y >= 1)
{
// If there is something below the Pingu
if (rel_getpixel(0, -1) != Groundtype::GP_NOTHING)
{
// FIXME: this shouldn't be really here, but its a
// FIXME: quick&dirty way to kill falling pingus
if (resultant_force.y >= deadly_velocity)
{
pingu->set_action(ActionName::SPLASHED);
return;
}
// Make it so that the Pingu won't go down any further.
pingu->set_velocity(Vector3f(0, 0));
return;
}
else
{
// Move the Pingu down
pingu->set_y(pingu->get_y() + 1);
force_counter.y--;
}
}
else if (force_counter.y <= -1)
{
// If there is something in the way above the Pingu
if (head_collision_on_walk(0, 1))
{
// Make it so that the Pingu won't go up any further.
force_counter.y = 0;
resultant_force.y = 0;
pingu->set_velocity(resultant_force);
}
else
{
// Move the Pingu up
pingu->set_y(pingu->get_y() - 1);
force_counter.y++;
}
}
}
}
#endif
}
ActionType
PinguAction::get_activation_mode(ActionName::Enum action_name)
{
switch(action_name)
{
case ActionName::CLIMBER:
return WALL_TRIGGERED;
case ActionName::FLOATER:
return FALL_TRIGGERED;
default:
return INSTANT;
}
}
/* EOF */
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