You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
467 lines
10 KiB
467 lines
10 KiB
#include <tqcanvas.h>
|
|
#include <tqcolor.h>
|
|
#include <tqpen.h>
|
|
|
|
#include <tdeapplication.h>
|
|
#include <kdebug.h>
|
|
|
|
#include <math.h>
|
|
#include <stdlib.h>
|
|
#include <unistd.h>
|
|
|
|
#include "rtti.h"
|
|
#include "vector.h"
|
|
#include "canvasitem.h"
|
|
#include "game.h"
|
|
#include "ball.h"
|
|
|
|
Ball::Ball(TQCanvas *canvas)
|
|
: TQCanvasEllipse(canvas)
|
|
{
|
|
m_doDetect = true;
|
|
m_collisionLock = false;
|
|
setBeginningOfHole(false);
|
|
setBlowUp(false);
|
|
setPen(black);
|
|
resetSize();
|
|
collisionId = 0;
|
|
m_addStroke = false;
|
|
m_placeOnGround = false;
|
|
m_forceStillGoing = false;
|
|
frictionMultiplier = 1.0;
|
|
TQFont font(kapp->font());
|
|
//font.setPixelSize(10);
|
|
label = new TQCanvasText("", font, canvas);
|
|
label->setColor(white);
|
|
label->setVisible(false);
|
|
|
|
// this sets z
|
|
setState(Stopped);
|
|
label->setZ(z() - .1);
|
|
}
|
|
|
|
void Ball::aboutToDie()
|
|
{
|
|
delete label;
|
|
}
|
|
|
|
void Ball::setState(BallState newState)
|
|
{
|
|
state = newState;
|
|
if (state == Stopped)
|
|
setZ(1000);
|
|
else
|
|
setBeginningOfHole(false);
|
|
}
|
|
|
|
void Ball::advance(int phase)
|
|
{
|
|
// not used anymore
|
|
// can be used to make ball wobble
|
|
if (phase == 1 && m_blowUp)
|
|
{
|
|
if (blowUpCount >= 50)
|
|
{
|
|
// i should make this a config option
|
|
//setAddStroke(addStroke() + 1);
|
|
setBlowUp(false);
|
|
resetSize();
|
|
return;
|
|
}
|
|
|
|
const double diff = 8;
|
|
double randnum = kapp->random();
|
|
const double width = 6 + randnum * (diff / RAND_MAX);
|
|
randnum = kapp->random();
|
|
const double height = 6 + randnum * (diff / RAND_MAX);
|
|
setSize(width, height);
|
|
blowUpCount++;
|
|
}
|
|
}
|
|
|
|
void Ball::friction()
|
|
{
|
|
if (state == Stopped || state == Holed || !isVisible()) { setVelocity(0, 0); return; }
|
|
const double subtractAmount = .027 * frictionMultiplier;
|
|
if (m_vector.magnitude() <= subtractAmount)
|
|
{
|
|
state = Stopped;
|
|
setVelocity(0, 0);
|
|
game->timeout();
|
|
return;
|
|
}
|
|
m_vector.setMagnitude(m_vector.magnitude() - subtractAmount);
|
|
setVector(m_vector);
|
|
|
|
frictionMultiplier = 1.0;
|
|
}
|
|
|
|
void Ball::setVelocity(double vx, double vy)
|
|
{
|
|
TQCanvasEllipse::setVelocity(vx, vy);
|
|
|
|
if (vx == 0 && vy == 0)
|
|
{
|
|
m_vector.setDirection(0);
|
|
m_vector.setMagnitude(0);
|
|
return;
|
|
}
|
|
|
|
double ballAngle = atan2(-vy, vx);
|
|
|
|
m_vector.setDirection(ballAngle);
|
|
m_vector.setMagnitude(sqrt(pow(vx, 2) + pow(vy, 2)));
|
|
}
|
|
|
|
void Ball::setVector(const Vector &newVector)
|
|
{
|
|
m_vector = newVector;
|
|
|
|
if (newVector.magnitude() == 0)
|
|
{
|
|
setVelocity(0, 0);
|
|
return;
|
|
}
|
|
|
|
TQCanvasEllipse::setVelocity(cos(newVector.direction()) * newVector.magnitude(), -sin(newVector.direction()) * newVector.magnitude());
|
|
}
|
|
|
|
void Ball::moveBy(double dx, double dy)
|
|
{
|
|
double oldx;
|
|
double oldy;
|
|
oldx = x();
|
|
oldy = y();
|
|
TQCanvasEllipse::moveBy(dx, dy);
|
|
|
|
if (game && !game->isPaused())
|
|
collisionDetect(oldx, oldy);
|
|
|
|
if ((dx || dy) && game && game->curBall() == this)
|
|
game->ballMoved();
|
|
|
|
label->move(x() + width(), y() + height());
|
|
}
|
|
|
|
void Ball::doAdvance()
|
|
{
|
|
TQCanvasEllipse::advance(1);
|
|
}
|
|
|
|
namespace Lines
|
|
{
|
|
// provides a point made of doubles
|
|
|
|
struct Line
|
|
{
|
|
Point p1, p2;
|
|
};
|
|
|
|
int ccw(const Point &p0, const Point &p1, const Point &p2)
|
|
{
|
|
double dx1, dx2, dy1, dy2;
|
|
dx1 = p1.x - p0.x; dy1 = p1.y - p0.y;
|
|
dx2 = p2.x - p0.x; dy2 = p2.y - p0.y;
|
|
if (dx1*dy2 > dy1*dx2) return +1;
|
|
if (dx1*dy2 < dy1*dx2) return -1;
|
|
if ((dx1*dx2 < 0) || (dy1*dy2 < 0)) return -1;
|
|
if ((dx1*dx1+dy1*dy1) < (dx2*dx2+dy2*dy2))
|
|
return +1;
|
|
return 0;
|
|
}
|
|
|
|
int intersects(const Line &l1, const Line &l2)
|
|
{
|
|
// Charles says, TODO: Account for vertical lines
|
|
// Jason says, in my testing vertical lines work
|
|
return ((ccw(l1.p1, l1.p2, l2.p1)
|
|
*ccw(l1.p1, l1.p2, l2.p2)) <= 0)
|
|
&& ((ccw(l2.p1, l2.p2, l1.p1)
|
|
*ccw(l2.p1, l2.p2, l1.p2)) <= 0);
|
|
}
|
|
|
|
|
|
bool intersects(
|
|
double xa1, double ya1, double xb1, double yb1,
|
|
double xa2, double ya2, double xb2, double yb2
|
|
)
|
|
{
|
|
Line l1, l2;
|
|
l1.p1.x = xa1;
|
|
l1.p1.y = ya1;
|
|
l1.p2.x = xb1;
|
|
l1.p2.y = yb1;
|
|
|
|
l2.p1.x = xa2;
|
|
l2.p1.y = ya2;
|
|
l2.p2.x = xb2;
|
|
l2.p2.y = yb2;
|
|
|
|
return intersects(l1, l2);
|
|
}
|
|
}
|
|
|
|
void Ball::collisionDetect(double oldx, double oldy)
|
|
{
|
|
if (!isVisible() || state == Holed || !m_doDetect)
|
|
return;
|
|
|
|
if (collisionId >= INT_MAX - 1)
|
|
collisionId = 0;
|
|
else
|
|
collisionId++;
|
|
|
|
//kdDebug(12007) << "------" << endl;
|
|
//kdDebug(12007) << "Ball::collisionDetect id " << collisionId << endl;
|
|
|
|
// every other time...
|
|
// do friction
|
|
if (collisionId % 2 && !(xVelocity() == 0 && yVelocity() == 0))
|
|
friction();
|
|
|
|
const double minSpeed = .06;
|
|
|
|
TQCanvasItemList m_list = collisions(true);
|
|
|
|
// please don't ask why TQCanvas doesn't actually sort its list;
|
|
// it just doesn't.
|
|
m_list.sort();
|
|
|
|
this->m_list = m_list;
|
|
|
|
for (TQCanvasItemList::Iterator it = m_list.begin(); it != m_list.end(); ++it)
|
|
{
|
|
TQCanvasItem *item = *it;
|
|
|
|
if (item->rtti() == Rtti_NoCollision || item->rtti() == Rtti_Putter)
|
|
continue;
|
|
|
|
if (item->rtti() == rtti() && !m_collisionLock)
|
|
{
|
|
// it's one of our own kind, a ball
|
|
Ball *oball = dynamic_cast<Ball *>(item);
|
|
if (!oball || oball->collisionLock())
|
|
continue;
|
|
oball->setCollisionLock(true);
|
|
|
|
if ((oball->x() - x() != 0 && oball->y() - y() != 0) && state == Rolling && oball->curState() != Holed)
|
|
{
|
|
m_collisionLock = true;
|
|
// move this ball to where it was barely touching
|
|
double ballAngle = m_vector.direction();
|
|
while (collisions(true).contains(item) > 0)
|
|
move(x() - cos(ballAngle) / 2.0, y() + sin(ballAngle) / 2.0);
|
|
|
|
// make a 2 pixel separation
|
|
move(x() - 2 * cos(ballAngle), y() + 2 * sin(ballAngle));
|
|
|
|
Vector bvector = oball->curVector();
|
|
m_vector -= bvector;
|
|
|
|
Vector unit1 = Vector(TQPoint(x(), y()), TQPoint(oball->x(), oball->y()));
|
|
unit1 = unit1.unit();
|
|
|
|
Vector unit2 = m_vector.unit();
|
|
|
|
double cos = unit1 * unit2;
|
|
|
|
unit1 *= m_vector.magnitude() * cos;
|
|
m_vector -= unit1;
|
|
m_vector += bvector;
|
|
|
|
bvector += unit1;
|
|
|
|
oball->setVector(bvector);
|
|
setVector(m_vector);
|
|
|
|
oball->setState(Rolling);
|
|
setState(Rolling);
|
|
|
|
oball->doAdvance();
|
|
}
|
|
|
|
continue;
|
|
}
|
|
else if (item->rtti() == Rtti_WallPoint)
|
|
{
|
|
//kdDebug(12007) << "collided with WallPoint\n";
|
|
// iterate through the rst
|
|
TQPtrList<WallPoint> points;
|
|
for (TQCanvasItemList::Iterator pit = it; pit != m_list.end(); ++pit)
|
|
{
|
|
if ((*pit)->rtti() == Rtti_WallPoint)
|
|
{
|
|
WallPoint *point = (WallPoint *)(*pit);
|
|
if (point)
|
|
points.prepend(point);
|
|
}
|
|
}
|
|
|
|
// ok now we have a list of wall points we are on
|
|
|
|
WallPoint *iterpoint = 0;
|
|
WallPoint *finalPoint = 0;
|
|
|
|
// this wont be least when we're done hopefully
|
|
double leastAngleDifference = 9999;
|
|
|
|
for (iterpoint = points.first(); iterpoint; iterpoint = points.next())
|
|
{
|
|
//kdDebug(12007) << "-----\n";
|
|
const Wall *parentWall = iterpoint->parentWall();
|
|
const TQPoint qp(iterpoint->x() + parentWall->x(), iterpoint->y() + parentWall->y());
|
|
const Point p(qp.x(), qp.y());
|
|
const TQPoint qother = TQPoint(parentWall->startPoint() == qp? parentWall->endPoint() : parentWall->startPoint()) + TQPoint(parentWall->x(), parentWall->y());
|
|
const Point other(qother.x(), qother.y());
|
|
|
|
// vector of wall
|
|
Vector v = Vector(p, other);
|
|
|
|
// difference between our path and the wall path
|
|
double ourDir = m_vector.direction();
|
|
|
|
double wallDir = M_PI - v.direction();
|
|
|
|
//kdDebug(12007) << "ourDir: " << rad2deg(ourDir) << endl;
|
|
//kdDebug(12007) << "wallDir: " << rad2deg(wallDir) << endl;
|
|
|
|
const double angleDifference = fabs(M_PI - fabs(ourDir - wallDir));
|
|
//kdDebug(12007) << "computed angleDifference: " << rad2deg(angleDifference) << endl;
|
|
|
|
// only if this one is the least of all
|
|
if (angleDifference < leastAngleDifference)
|
|
{
|
|
leastAngleDifference = angleDifference;
|
|
finalPoint = iterpoint;
|
|
//kdDebug(12007) << "it's the one\n";
|
|
}
|
|
}
|
|
|
|
// this'll never happen
|
|
if (!finalPoint)
|
|
continue;
|
|
|
|
// collide with our chosen point
|
|
finalPoint->collision(this, collisionId);
|
|
|
|
// don't worry about colliding with walls
|
|
// wall points are ok alone
|
|
goto end;
|
|
}
|
|
|
|
if (!isVisible() || state == Holed)
|
|
return;
|
|
|
|
CanvasItem *citem = dynamic_cast<CanvasItem *>(item);
|
|
if (citem)
|
|
{
|
|
if (!citem->terrainCollisions())
|
|
{
|
|
// read: if (not do terrain collisions)
|
|
if (!citem->collision(this, collisionId))
|
|
{
|
|
// if (skip smart wall test)
|
|
if (citem->vStrut() || item->rtti() == Rtti_Wall)
|
|
goto end;
|
|
else
|
|
goto wallCheck;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (TQCanvasItemList::Iterator it = m_list.begin(); it != m_list.end(); ++it)
|
|
{
|
|
CanvasItem *citem = dynamic_cast<CanvasItem *>(*it);
|
|
if (citem && citem->terrainCollisions())
|
|
{
|
|
// slopes return false
|
|
// as only one should be processed
|
|
// however that might not always be true
|
|
|
|
// read: if (not do terrain collisions)
|
|
if (!citem->collision(this, collisionId))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Charles's smart wall check:
|
|
|
|
wallCheck:
|
|
|
|
{ // check if I went through a wall
|
|
TQCanvasItemList items;
|
|
if (game)
|
|
items = game->canvas()->allItems();
|
|
for (TQCanvasItemList::Iterator i = items.begin(); i != items.end(); ++i)
|
|
{
|
|
if ((*i)->rtti() != Rtti_Wall)
|
|
continue;
|
|
|
|
TQCanvasItem *item = (*i);
|
|
Wall *wall = dynamic_cast<Wall*>(item);
|
|
if (!wall || !wall->isVisible())
|
|
continue;
|
|
|
|
if (Lines::intersects(
|
|
wall->startPoint().x() + wall->x(), wall->startPoint().y() + wall->y(),
|
|
wall->endPoint().x() + wall->x(), wall->endPoint().y() + wall->y(),
|
|
|
|
oldx, oldy, x(), y()
|
|
))
|
|
{
|
|
//kdDebug(12007) << "smart wall collision\n";
|
|
wall->collision(this, collisionId);
|
|
break;
|
|
}
|
|
|
|
|
|
}
|
|
}
|
|
|
|
end:
|
|
|
|
if (m_vector.magnitude() < minSpeed && m_vector.magnitude())
|
|
{
|
|
setVelocity(0, 0);
|
|
setState(Stopped);
|
|
}
|
|
}
|
|
|
|
BallState Ball::currentState()
|
|
{
|
|
return state;
|
|
}
|
|
|
|
void Ball::showInfo()
|
|
{
|
|
label->setVisible(isVisible());
|
|
}
|
|
|
|
void Ball::hideInfo()
|
|
{
|
|
label->setVisible(false);
|
|
}
|
|
|
|
void Ball::setName(const TQString &name)
|
|
{
|
|
label->setText(name);
|
|
}
|
|
|
|
void Ball::setCanvas(TQCanvas *c)
|
|
{
|
|
TQCanvasEllipse::setCanvas(c);
|
|
label->setCanvas(c);
|
|
}
|
|
|
|
void Ball::setVisible(bool yes)
|
|
{
|
|
TQCanvasEllipse::setVisible(yes);
|
|
|
|
label->setVisible(yes && game && game->isInfoShowing());
|
|
}
|
|
|