]> Dogcows Code - chaz/yoink/blob - src/Character.hh
improved new vorbisfile compatibility
[chaz/yoink] / src / Character.hh
1
2 /*******************************************************************************
3
4 Copyright (c) 2009, Charles McGarvey
5 All rights reserved.
6
7 Redistribution and use in source and binary forms, with or without
8 modification, are permitted provided that the following conditions are met:
9
10 * Redistributions of source code must retain the above copyright notice,
11 this list of conditions and the following disclaimer.
12 * Redistributions in binary form must reproduce the above copyright notice,
13 this list of conditions and the following disclaimer in the documentation
14 and/or other materials provided with the distribution.
15
16 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
17 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
20 FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
21 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
22 SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
23 CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
24 OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
25 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26
27 *******************************************************************************/
28
29 #ifndef _CHARACTER_HH_
30 #define _CHARACTER_HH_
31
32 #include <boost/shared_ptr.hpp>
33
34 #include <Moof/Animation.hh>
35 #include <Moof/Entity.hh>
36 #include <Moof/Event.hh>
37 #include <Moof/Math.hh>
38 #include <Moof/Octree.hh>
39 #include <Moof/RK4.hh>
40 #include <Moof/Tilemap.hh>
41
42
43 struct Character;
44 typedef boost::shared_ptr<Character> CharacterP;
45
46
47 /**
48 * Parent class of animate objects with "personalities." This basically
49 * includes the heroine herself and the bad guys.
50 */
51
52 struct Character : public Mf::Entity
53 {
54 struct Derivative
55 {
56 Mf::Vector2 velocity;
57 Mf::Vector2 force;
58
59 Derivative operator*(Mf::Scalar dt) const
60 {
61 Derivative derivative;
62 derivative.velocity = dt * velocity;
63 derivative.force = dt * force;
64 return derivative;
65 }
66
67 Derivative operator+(const Derivative& other) const
68 {
69 Derivative derivative;
70 derivative.velocity = velocity + other.velocity;
71 derivative.force = force + other.force;
72 return derivative;
73 }
74 };
75
76 struct State
77 {
78 // primary
79
80 Mf::Vector2 position;
81 Mf::Vector2 momentum;
82 Mf::Vector2 force;
83
84 // secondary
85
86 Mf::Vector2 velocity;
87
88 // constant
89
90 Mf::Scalar mass;
91 Mf::Scalar inverseMass;
92
93 void recalculate()
94 {
95 velocity = momentum * inverseMass;
96 }
97
98
99 void getDerivative(Derivative& derivative, Mf::Scalar t) const
100 {
101 //derivative.velocity = Mf::Vector2(0.0, 0.0);
102 //derivative.force = Mf::Vector2(0.0, 0.0);
103 derivative.velocity = velocity;
104 derivative.force = force;
105 }
106
107 void applyDerivative(const Derivative& derivative, Mf::Scalar dt)
108 {
109 position += dt * derivative.velocity;
110 momentum += dt * derivative.force;
111 recalculate();
112 }
113
114 // these two operator overloads all using the state in generic
115 // interpolator implementations
116
117 State operator*(Mf::Scalar scalar) const
118 {
119 State state = *this;
120 state.position *= scalar;
121 state.momentum *= scalar;
122 state.recalculate();
123 return state;
124 }
125
126 State operator+(const State& state) const
127 {
128 State newState = *this;
129 newState.position += state.position;
130 newState.momentum += state.momentum;
131 newState.recalculate();
132 return newState;
133 }
134 };
135
136 State previous;
137 State current;
138
139 Mf::OctreeNodeP treeNode;
140
141
142 private:
143
144 static const Mf::Scalar z = 96.0;
145
146 Mf::Vector2 userForce;
147
148 Mf::Tilemap tilemap_;
149 Mf::Animation animation_;
150
151 void updateContainers();
152
153 public:
154
155 static CharacterP alloc(const std::string& name)
156 {
157 return CharacterP(new Character(name));
158 }
159
160 Character(const std::string& name);
161 virtual ~Character() {}
162
163 void update(Mf::Scalar t, Mf::Scalar dt);
164 void handleEvent(const Mf::Event& event);
165 void draw(Mf::Scalar alpha) const;
166
167 Mf::Tilemap& getTilemap();
168 Mf::Animation& getAnimation();
169 };
170
171
172 //inline Character::State operator*(Mf::Scalar scalar,
173 //const Character::State& state)
174 //{
175 //Character::State newState = state;
176 //newState.position *= scalar;
177 //newState.momentum *= scalar;
178 //newState.recalculate();
179 //return newState;
180 //}
181
182
183 #endif // _CHARACTER_HH_
184
185 /** vim: set ts=4 sw=4 tw=80: *************************************************/
186
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