2012-10-14 16:14:06 +00:00
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/*
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* Player.cpp
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*
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* Created on: 21.07.2012
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* Author: Felix
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*/
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#include "Player.h"
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#include <Thor/Vectors.hpp>
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/**
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* Initializes Sprite.
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*/
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2013-03-19 19:43:27 +00:00
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Player::Player(World& world, const sf::Vector2f& position, const Yaml& config) :
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Character(world, Data(position, 0, CATEGORY_ACTOR, MASK_ALL),
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2012-12-22 00:44:36 +00:00
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config),
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2012-10-14 16:14:06 +00:00
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mDirection(0) {
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}
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/**
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* Sets the point where to look and shoot at.
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*
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* @param Absolute world coordinates of the crosshair.
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*/
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void
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2012-12-22 14:10:26 +00:00
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Player::setCrosshairPosition(const sf::Vector2f& position) {
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2012-10-14 16:14:06 +00:00
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mCrosshairPosition = position - getPosition();
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}
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/**
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2012-12-24 00:14:22 +00:00
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* Pull the trigger on the attached weapon.
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2012-10-14 16:14:06 +00:00
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*/
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void
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2012-12-24 00:14:22 +00:00
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Player::pullTrigger() {
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Character::pullTrigger();
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}
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/**
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* Release the trigger on the attached weapon.
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*/
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void
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Player::releaseTrigger() {
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Character::releaseTrigger();
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2012-10-14 16:14:06 +00:00
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}
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/**
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* Moves the player to a destination point.
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* Disables any previous calls to Player::setDirection().
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*
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* @param destination Absolute world coordinate of the destination point.
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2012-09-12 12:21:57 +00:00
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*/
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2012-09-09 20:50:15 +00:00
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void
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2012-12-22 14:10:26 +00:00
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Player::move(const sf::Vector2f& destination) {
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2012-10-13 17:36:33 +00:00
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setDestination(destination);
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2012-10-14 16:14:06 +00:00
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}
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/**
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* Sets the movement direction. This is destined for input via keys (eg. WASD).
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* Disables any previous commands via Player::move().
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*
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* @param direction The direction to move to.
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* @param unset False to start movement into the direction, true to stop it.
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*/
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void
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Player::setDirection(Direction direction, bool unset) {
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if (unset) {
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2012-12-22 00:14:30 +00:00
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mDirection = mDirection & ~direction;
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2012-10-14 16:14:06 +00:00
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} else {
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2012-12-22 00:14:30 +00:00
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mDirection = mDirection | direction;
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2012-10-14 16:14:06 +00:00
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}
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// Convert directions into a vector.
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2012-12-22 14:10:26 +00:00
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sf::Vector2f dirVec(0, 0);
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2012-12-22 00:14:30 +00:00
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if (mDirection & Direction::RIGHT) {
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2012-10-14 16:14:06 +00:00
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dirVec.x += 1.0f;
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}
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2012-12-22 00:14:30 +00:00
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if (mDirection & Direction::LEFT) {
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2012-10-14 16:14:06 +00:00
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dirVec.x += - 1.0f;
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}
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2012-12-22 00:14:30 +00:00
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if (mDirection & Direction::DOWN) {
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2012-10-14 16:14:06 +00:00
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dirVec.y += 1.0f;
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}
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2012-12-22 00:14:30 +00:00
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if (mDirection & Direction::UP) {
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2012-10-14 16:14:06 +00:00
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dirVec.y += - 1.0f;
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}
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setSpeed(dirVec, getMovementSpeed());
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}
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/**
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* Check if we arrived at destination, turn towards cursor.
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*/
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void
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2013-03-09 15:25:04 +00:00
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Player::onThink(int elapsed) {
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Character::onThink(elapsed);
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2012-10-14 16:14:06 +00:00
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if (!mDirection) {
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// Only use path finding movement if no direct input movement active.
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Character::move();
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}
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// Look towards crosshair.
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2012-12-22 14:10:26 +00:00
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if (mCrosshairPosition != sf::Vector2f()) {
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2012-12-22 12:44:17 +00:00
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setAngle(thor::polarAngle(mCrosshairPosition) + 90);
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}
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2012-10-14 16:14:06 +00:00
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}
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