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Commit | Line | Data |
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f631762a | 1 | #include "stdafx.h" |
10a0e290 BB |
2 | |
3 | ||
4 | Game_overwatch::Game_overwatch(){ | |
5 | //Initialize our population | |
6 | head = NULL; | |
7 | population = 0; | |
8 | } | |
9 | ||
10 | ||
11 | void Game_overwatch::move_out(Actor *npc){ | |
12 | ||
13 | //Moving out means killing a citizen from the citizen linked list. | |
14 | ||
15 | citizen *curr, *prev; | |
16 | prev = NULL; | |
17 | ||
18 | for(curr=head;curr!=NULL;prev=curr,curr=curr->next){ | |
19 | if (curr->val == npc) { | |
20 | if (prev == NULL) { | |
21 | head = curr->next; | |
22 | std::cout << "I have deleted an NPC from the top!\n"; | |
23 | } else { | |
24 | prev->next = curr->next; | |
25 | std::cout << "I have deleted an NPC from the middle!\n"; | |
26 | } | |
27 | ||
28 | delete curr; | |
29 | ||
30 | } | |
31 | } | |
32 | population--; | |
33 | } | |
34 | ||
35 | void Game_overwatch::move_in(Actor * npc){ | |
36 | //Moving in means adding a citizen to the linkd list. | |
37 | ||
38 | citizen *curr; | |
39 | curr = new citizen; | |
40 | curr->val = npc; | |
41 | curr->next = head; | |
42 | head=curr; | |
43 | population++; | |
44 | } | |
45 | ||
46 | int Game_overwatch::get_population(){ | |
47 | return population; | |
48 | } | |
49 | ||
50 | void Game_overwatch::draw(SDL_Surface *viewport, Map *mainmap){ | |
51 | ||
52 | //Generic draw function, iterates over the list and draws | |
53 | //each one of them. | |
54 | ||
55 | //NOTE: Further along it may be wise to allow Lua scripts to | |
56 | // override the draw function and just call curr->draw(); | |
57 | ||
58 | citizen *curr; | |
59 | curr = head; | |
60 | while (curr != NULL){ | |
61 | Gfx::drawsurface(curr->val->get_clip_x(),curr->val->get_clip_y(), | |
62 | curr->val->get_w(),curr->val->get_h(), | |
63 | curr->val->get_sprite(), | |
64 | curr->val->get_x()-mainmap->get_sx(),curr->val->get_y()-mainmap->get_sy(), | |
65 | viewport); | |
66 | curr = curr->next; | |
67 | } | |
68 | } | |
69 | ||
70 | void Game_overwatch::act(SDL_Surface *viewport, Map *mainmap, bool keys[323]){ | |
71 | ||
72 | //Iterates over the list and runs the "act" function from the lua script. | |
73 | ||
74 | citizen *curr; | |
75 | curr = head; | |
76 | while (curr != NULL){ | |
77 | curr->val->move(); | |
78 | handleinput(curr->val, keys); | |
79 | ||
80 | //do the lua thing. | |
81 | curr->val->SelectScriptFunction ("act"); | |
82 | curr->val->Go (); | |
83 | ||
84 | curr = curr->next; | |
85 | } | |
86 | } | |
87 | ||
88 | void Game_overwatch::handleinput(Actor *actor, bool keys[323]){ | |
89 | ||
90 | //Right now these actions just map keys to variables the scripts can use | |
91 | //In the future it will be wise to abstract the keys to what they do | |
92 | //Also, take into account gamepads. | |
93 | //Preferably, let lua handle this somehow. | |
94 | ||
95 | if(keys[SDLK_LEFT]){ | |
96 | if(leftkey == 0){ | |
97 | leftkey = SDL_GetTicks(); | |
98 | } | |
99 | }else{ | |
100 | leftkey = 0; | |
101 | } | |
102 | ||
103 | if(keys[SDLK_RIGHT]){ | |
104 | ||
105 | if(rightkey == 0){ | |
106 | rightkey = SDL_GetTicks(); | |
107 | } | |
108 | }else{ | |
109 | rightkey = 0; | |
110 | } | |
111 | ||
112 | if(keys[SDLK_z]){ | |
113 | if(zkey == 0){ | |
114 | zkey = SDL_GetTicks(); | |
115 | } | |
116 | }else{ | |
117 | zkey = 0; | |
118 | } | |
119 | ||
120 | if(keys[SDLK_x]){ | |
121 | if(xkey == 0){ | |
122 | xkey = SDL_GetTicks(); | |
123 | } | |
124 | }else{ | |
125 | xkey = 0; | |
126 | } | |
127 | ||
128 | if(keys[SDLK_c]){ | |
129 | if(ckey == 0){ | |
130 | ckey = SDL_GetTicks(); | |
131 | } | |
132 | }else{ | |
133 | ckey = 0; | |
134 | } | |
135 | ||
136 | actor->set_leftkey(leftkey); | |
137 | actor->set_rightkey(rightkey); | |
138 | actor->set_zkey(zkey); | |
139 | actor->set_xkey(xkey); | |
140 | actor->set_ckey(ckey); | |
141 | } | |
142 | ||
143 | void Game_overwatch::animate(){ | |
144 | //Iterate and run the animate method. | |
145 | ||
146 | citizen *curr; | |
147 | curr = head; | |
148 | while (curr != NULL){ | |
149 | curr->val->animate(); | |
150 | curr = curr->next; | |
151 | } | |
152 | } | |
153 | ||
154 | void Game_overwatch::check_collisions(Map *mainmap){ | |
155 | citizen *curr, *others; | |
156 | ||
157 | bool collided = false; | |
158 | curr = head; | |
159 | others = head->next; | |
160 | Actor *ac1, *ac2; | |
161 | ||
162 | //now check everyone. Never with itself. | |
163 | //It does line collisions, not corner collisions. | |
164 | ||
165 | while (curr != NULL){ | |
166 | ac1 = curr->val; | |
167 | while (others != NULL) { | |
168 | ac2 = others->val; | |
169 | collided = false; | |
170 | if (curr->val != others->val) { | |
171 | if(Game_overwatch::line_colliding(ac1->get_x(), ac1->get_w(), | |
172 | ac1->get_y(), ac1->get_h(), | |
173 | ac2->get_x(), ac2->get_w(), | |
174 | ac2->get_y(), ac2->get_h(), | |
175 | UP)){ | |
176 | ||
177 | ac2->set_collision(true, DOWN); | |
178 | ac2->set_speed(ac1->get_ownspeed()); | |
179 | ac2->set_vertical_speed(ac2->get_vertical_speed()+ac1->get_vertical_speed()); | |
180 | ||
181 | ac1->set_collision(true, UP); | |
182 | collided = true; | |
183 | } | |
184 | if(Game_overwatch::line_colliding(ac1->get_x(), ac1->get_w(), | |
185 | ac1->get_y(), ac1->get_h(), | |
186 | ac2->get_x(), ac2->get_w(), | |
187 | ac2->get_y(), ac2->get_h(), | |
188 | DOWN)){ | |
189 | ||
190 | ac2->set_collision(true, UP); | |
191 | ac1->set_collision(true, DOWN); | |
192 | collided = true; | |
193 | } | |
194 | if(Game_overwatch::line_colliding(ac1->get_x(), ac1->get_w(), | |
195 | ac1->get_y(), ac1->get_h(), | |
196 | ac2->get_x(), ac2->get_w(), | |
197 | ac2->get_y(), ac2->get_h(), | |
198 | LEFT)){ | |
199 | ||
200 | ac2->set_collision(true, RIGHT); | |
201 | ac1->set_collision(true, LEFT); | |
202 | collided = true; | |
203 | } | |
204 | if(Game_overwatch::line_colliding(ac1->get_x(), ac1->get_w(), | |
205 | ac1->get_y(), ac1->get_h(), | |
206 | ac2->get_x(), ac2->get_w(), | |
207 | ac2->get_y(), ac2->get_h(), | |
208 | RIGHT)){ | |
209 | ||
210 | ac2->set_collision(true, LEFT); | |
211 | ac1->set_collision(true, RIGHT); | |
212 | collided = true; | |
213 | } | |
214 | } | |
215 | ||
216 | others = others->next; | |
217 | if(collided){ | |
218 | collision_callback(ac1, ac2); | |
219 | } | |
220 | ||
221 | } | |
222 | ||
223 | curr = curr->next; | |
224 | if (curr != NULL){ | |
225 | others = curr->next; | |
226 | } | |
227 | } | |
228 | } | |
229 | ||
230 | void Game_overwatch::collision_callback(Actor *ac1, Actor *ac2){ | |
231 | ||
232 | std::cout << "The collision has called "; | |
233 | ||
234 | if (ac1->get_enemy() == WEAPON && !ac2->get_dying()) { | |
235 | if (ac2->get_enemy() == EVIL) { | |
236 | ac1->set_dying(true); | |
237 | ac2->set_dying(true); | |
238 | ||
239 | ||
240 | std::cout << "And the shot has destroyed the enemy."; | |
241 | } | |
242 | } | |
243 | ||
244 | if (ac1->get_enemy() == SUPEREVIL) { | |
245 | ac2->set_dying(true); | |
246 | std::cout << "And the shot has destroyed the enemy."; | |
247 | } | |
248 | ||
249 | if (ac1->get_controllable()) { | |
250 | if (ac2->get_enemy() == EVIL) { | |
251 | ac1->set_dying(true); | |
252 | ||
253 | ||
254 | std::cout << "And the enemy has destroyed the main actor."; | |
255 | } | |
256 | } | |
257 | ||
258 | if (ac1->get_enemy() == EVIL) { | |
259 | if (ac2->get_controllable()) { | |
260 | ac2->set_dying(true); | |
261 | ||
262 | ||
263 | std::cout << "And the enemy has destroyed the main actor."; | |
264 | } | |
265 | } | |
266 | ||
267 | ||
268 | std::cout << "\n"; | |
269 | } | |
270 | ||
271 | ||
272 | bool Game_overwatch::line_colliding(int x1, int w1, int y1, int h1, int x2, int w2, int y2, int h2, int direction){ | |
273 | switch (direction) { | |
274 | case UP: | |
275 | if (y1 <= y2+h2 && y1 >= y2+(h2/2) && | |
276 | ((x1 > x2 && x1 < x2+w2) || | |
277 | (x1+w1 > x2 && x1+w2 < x2+w2))) { | |
278 | std::cout << "Foo' is collidin' top\n"; | |
279 | return true; | |
280 | } | |
281 | break; | |
282 | case DOWN: | |
283 | if (y1+h1 >= y2 && y1+h1 <= y2+(h2/2) && | |
284 | ((x1 > x2 && x1 < x2+w2) || | |
285 | (x1+w1 > x2 && x1+w2 < x2+w2))) { | |
286 | std::cout << "Foo' is collidin' bottom\n"; | |
287 | return true; | |
288 | } | |
289 | break; | |
290 | case LEFT: | |
291 | if (x1 <= x2+w2 && x1 >= x2+(w2/2) && | |
292 | ((y1 > y2 && y1 < y2+h2) || | |
293 | (y1+h1 > y2 && y1+h1 < y2+h2))) { | |
294 | std::cout << "Foo' is collidin' left\n"; | |
295 | return true; | |
296 | } | |
297 | break; | |
298 | case RIGHT: | |
299 | if (x1+w1 >= x2 && x1+w1 <= x2+(w2/2) && | |
300 | ((y1 > y2 && y1 < y2+h2) || | |
301 | (y1+h1 > y2 && y1+h1 < y2+h2))) { | |
302 | std::cout << "Foo' is collidin' right\n"; | |
303 | return true; | |
304 | } | |
305 | break; | |
306 | } | |
307 | ||
308 | return false; | |
309 | } | |
310 | ||
311 | void Game_overwatch::handlephysics(Map *mainmap, int ticks1, int ticks2){ | |
312 | citizen *curr; | |
313 | curr = head; | |
314 | while (curr != NULL){ | |
315 | ||
316 | //some are not affected by physics. | |
317 | if(curr->val->get_physics()){ | |
318 | //can it fall? | |
319 | if(curr->val->can_move(DOWN, curr->val->get_x(), curr->val->get_y())){ | |
320 | ||
321 | //change sprite to its jump. | |
322 | switch(curr->val->get_oldclip()){ | |
323 | case 1: | |
324 | curr->val->set_clip_y(curr->val->get_h()*0); | |
325 | break; | |
326 | case 2: | |
327 | curr->val->set_clip_y(curr->val->get_h()*3); | |
328 | break; | |
329 | } | |
330 | ||
331 | //start the fall process | |
332 | if(curr->val->get_falltime() == 0){ | |
333 | curr->val->set_falltime(.5); | |
334 | }else{ | |
335 | curr->val->set_falltime(curr->val->get_falltime()+(ticks2-ticks1)/1000); | |
336 | } | |
337 | ||
338 | }else{ | |
339 | ||
340 | //stop falling. | |
341 | curr->val->set_clip_y(curr->val->get_h()*curr->val->get_oldclip()); | |
342 | curr->val->set_falltime(0); | |
343 | if(curr->val->get_vertical_speed() > 0){ | |
344 | curr->val->set_vertical_speed(0); | |
345 | } | |
346 | } | |
347 | ||
348 | //check for top collision | |
349 | if( !curr->val->can_move(UP, curr->val->get_x(), curr->val->get_y()) && curr->val->get_vertical_speed() < 0){ | |
350 | curr->val->set_vertical_speed(0); | |
351 | } | |
352 | ||
353 | //Avoid falling through the ground | |
354 | while(!curr->val->can_move(DOWN, curr->val->get_x(), curr->val->get_y()+curr->val->get_vertical_speed()) && curr->val->get_vertical_speed() > 0){ | |
355 | curr->val->set_vertical_speed( curr->val->get_vertical_speed() - 1 ); | |
356 | } | |
357 | ||
358 | //V=Vo+at | |
359 | curr->val->set_vertical_speed( curr->val->get_vertical_speed() + (GRAVITY*curr->val->get_falltime())); | |
360 | ||
361 | //translate. | |
362 | curr->val->set_y( curr->val->get_y() + curr->val->get_vertical_speed()); | |
363 | } | |
364 | ||
365 | //NEXT | |
366 | curr = curr->next; | |
367 | } | |
368 | } | |
369 | ||
370 | void Game_overwatch::reset_collisions(){ | |
371 | citizen *curr; | |
372 | curr = head; | |
373 | while (curr != NULL){ | |
374 | curr->val->set_collision(false, LEFT); | |
375 | curr->val->set_collision(false, RIGHT); | |
376 | curr->val->set_collision(false, DOWN); | |
377 | curr->val->set_collision(false, UP); | |
378 | curr = curr->next; | |
379 | } | |
380 | } | |
381 | ||
382 | void Game_overwatch::dieloop(){ | |
383 | ||
384 | //The kill loop: | |
385 | // Every frame, we find out who needs to be killed | |
386 | // We kill them all. | |
387 | ||
388 | citizen *curr; | |
389 | curr = head; | |
390 | while (curr != NULL){ | |
391 | bool killthis = false; | |
392 | if ( curr->val->get_dying() ){ | |
393 | killthis = true; | |
394 | } | |
395 | ||
396 | if (killthis){ | |
397 | Actor *victim = curr->val; | |
398 | curr = curr->next; | |
399 | this->kill(victim); | |
400 | }else{ | |
401 | curr = curr->next; | |
402 | } | |
403 | } | |
404 | } | |
405 | ||
406 | void Game_overwatch::kill(Actor *actor){ | |
407 | ||
408 | //This should probably delegate to the lua die function | |
409 | //So it can animate/change states. | |
410 | ||
411 | if ( actor->get_controllable() ){ | |
412 | actor->set_x(50); | |
413 | actor->set_y(100); | |
414 | actor->set_dying(false); | |
415 | }else{ | |
416 | delete actor; | |
417 | actor = NULL; | |
418 | } | |
f631762a | 419 | } |