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dungeon-gunner/source/World.cpp

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5.7 KiB
C++
Executable File

/*
* World.cpp
*
* Created on: 29.08.2012
* Author: Felix
*/
#include "World.h"
#include <Thor/Vectors.hpp>
#include "sprites/Tile.h"
#include "util/Interval.h"
#include "util/Log.h"
/**
* Insert a drawable into the group. Drawables should only be handled with shared_ptr.
* An object can't be inserted more than once at the same level.
*/
void
World::insert(std::shared_ptr<Sprite> drawable) {
#ifndef NDEBUG
Sprite::Category cat = drawable->getCategory();
auto item = std::find(mDrawables[cat].begin(), mDrawables[cat].end(), drawable);
assert(item == mDrawables[cat].end());
#endif
mDrawables[drawable->getCategory()].push_back(drawable);
}
/**
* Inserts a character into the world. A character can only be inserted once.
* Also calls insert(character);
*/
void
World::insertCharacter(std::shared_ptr<Character> character) {
#ifndef NDEBUG
auto item = std::find(mCharacters.begin(), mCharacters.end(), character);
assert(item == mCharacters.end());
#endif
mCharacters.push_back(character);
insert(character);
}
/**
* Returns all characters that are within maxDistance from position.
*/
std::vector<std::shared_ptr<Character> >
World::getCharacters(const sf::Vector2f& position, float maxDistance) const {
std::vector<std::shared_ptr<Character> > visible;
for (auto it : mCharacters) {
if (position == it->getPosition())
continue;
if (thor::squaredLength(position - it->getPosition()) <=
maxDistance * maxDistance)
visible.push_back(it);
}
return visible;
}
/**
* Checks for collisions and applies movement, also removes sprites if
* Sprite::getDelete returns true.
*
* This method can be improved by only testing each pair of sprites once,
* and using the result for both. Applying movement should be done in
* testCollision, always applying the part that causes no collision.
*/
void
World::step(int elapsed) {
for (auto v = mDrawables.begin(); v != mDrawables.end(); v++) {
for (auto it = v->second.begin(); it != v->second.end(); it++) {
if ((*it)->getDelete()) {
v->second.erase(it);
it--;
}
// Don't run collision tests if sprite is not moving.
else if ((*it)->getSpeed() != sf::Vector2f())
applyMovement(*it, elapsed);
}
}
}
/**
* Tests spriteA for overlap with every other sprite (considering collision
* masks).
*/
void
World::applyMovement(std::shared_ptr<Sprite> sprite, int elapsed) {
sf::Vector2f offset = sprite->getSpeed() * (elapsed / 1000.0f);
for (auto w = mDrawables.begin(); w != mDrawables.end(); w++) {
for (auto& other : w->second) {
if (sprite == other)
continue;
// Ignore anything that is filtered by masks.
if (!sprite->collisionEnabled(other->getCategory()) ||
!other->collisionEnabled(sprite->getCategory()))
continue;
if (sprite->testCollision(other, offset,
other->getSpeed() * (elapsed / 1000.0f))) {
sprite->onCollide(other);
other->onCollide(sprite);
}
}
}
sprite->setPosition(sprite->getPosition() + offset);
}
/**
* Calls Character::onThink for each character. Must be called
* before step so Characters get removed correctly.
*
* @param elapsed Time since last call.
*/
void
World::think(int elapsed) {
for (auto it = mCharacters.begin(); it != mCharacters.end(); ) {
if ((*it)->getDelete()) {
mCharacters.erase(it);
auto& d = mDrawables[Sprite::CATEGORY_ACTOR];
d.erase(std::find(d.begin(), d.end(), *it));
}
else {
(*it)->onThink(elapsed);
it++;
}
}
}
/**
* Draws all elements in the group.
*/
void
World::draw(sf::RenderTarget& target, sf::RenderStates states) const {
sf::FloatRect screen(target.getViewport(target.getView()));
screen.left += target.getView().getCenter().x - target.getView().getSize().x / 2;
screen.top += target.getView().getCenter().y - target.getView().getSize().y / 2;
for (auto v = mDrawables.begin(); v != mDrawables.end(); v++) {
for (auto item : v->second) {
if (item->isInside(screen))
target.draw(static_cast<sf::Drawable&>(*item), states);
}
}
}
/*
* Performs a raycast between two points to check if the path between them is
* clear of walls. Does not consider characters, bullets etc.
*
* @param lineStart First point of the line to test.
* @param lineEnd Second point of the line to test.
* @return True if the ray was not blocked.
*/
bool
World::raycast(const sf::Vector2f& lineStart,
const sf::Vector2f& lineEnd) const {
assert(lineStart != lineEnd);
sf::Vector2f lineCenter = lineStart + 0.5f * (lineEnd - lineStart);
for (const auto& it : mDrawables.at(Sprite::Category::CATEGORY_WORLD)) {
if (dynamic_cast<Tile*>(it.get())->getType() != Tile::Type::WALL)
continue;
sf::Vector2f axis = it->getPosition() - lineCenter;
if (axis == sf::Vector2f())
return false;
axis = thor::unitVector(axis);
sf::Vector2f halfsize = it->getSize() / 2.0f;
float rectPosProjected = thor::dotProduct(axis, it->getPosition());
float lineStartProjected = thor::dotProduct(axis, lineStart);
float lineEndProjected = thor::dotProduct(axis, lineEnd);
// For corner projections, those on the same line with the rect
// center are equal by value, so we only need one on each axis
// and take the maximum.
float rectHalfWidthProjected = std::max(
abs(thor::dotProduct(axis, halfsize)),
abs(thor::dotProduct(axis,
sf::Vector2f(halfsize.x, -halfsize.y))));
Interval line = Interval::IntervalFromPoints(lineStartProjected,
lineEndProjected);
Interval rect = Interval::IntervalFromRadius(rectPosProjected,
rectHalfWidthProjected);
// Allow movement if sprites are moving apart.
if (line.getOverlap(rect).getLength() > 0.0f)
return false;
}
return true;
}