]> Dogcows Code - chaz/yoink/blob - src/Character.hh
considerable refactoring
[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/Physics.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
94 void getDerivative(Derivative& derivative, Mf::Scalar t) const
95 {
96 //derivative.velocity = Mf::Vector2(0.0, 0.0);
97 //derivative.force = Mf::Vector2(0.0, 0.0);
98 derivative.velocity = velocity;
99 derivative.force = force;
100 }
101
102 void recalculate()
103 {
104 velocity = momentum * inverseMass;
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 State operator*(Mf::Scalar scalar) const
115 {
116 State state = *this;
117 state.position *= scalar;
118 state.momentum *= scalar;
119 state.recalculate();
120 return state;
121 }
122
123 State operator+(State state) const
124 {
125 State newState = *this;
126 newState.position += state.position;
127 newState.momentum += state.momentum;
128 newState.recalculate();
129 return newState;
130 }
131 };
132
133 State previous;
134 State current;
135
136 stlplus::ntree<Mf::OctreeNode>::iterator treeNode;
137
138
139 private:
140
141 static const Mf::Scalar z = 96.0;
142
143 Mf::Tilemap tilemap_;
144 Mf::Animation animation_;
145
146 void updateContainers();
147
148 public:
149
150 inline static CharacterP alloc(const std::string& name)
151 {
152 return CharacterP(new Character(name));
153 }
154
155 Character(const std::string& name);
156 virtual ~Character();
157
158 void update(Mf::Scalar t, Mf::Scalar dt);
159 void handleEvent(const Mf::Event& event);
160 void draw(Mf::Scalar alpha) const;
161
162 Mf::Tilemap& getTilemap();
163 Mf::Animation& getAnimation();
164 };
165
166
167 inline Character::State operator*(Mf::Scalar scalar, const Character::State& state)
168 {
169 Character::State newState = state;
170 newState.position *= scalar;
171 newState.momentum *= scalar;
172 newState.recalculate();
173 return newState;
174 }
175
176
177 #endif // _CHARACTER_HH_
178
179 /** vim: set ts=4 sw=4 tw=80: *************************************************/
180
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