KlassischeKeplerKriege/game/state/commands.cpp
2016-10-03 18:45:24 +02:00

121 lines
3.1 KiB
C++

#include "commands.hpp"
#include <iostream>
#include "trace.hpp"
#include "util.hpp"
namespace game {
void ShootCommand::apply(Player *player, State *state) const
{
// TODO: idea
// shoot multiple rockets at once or from different positions after
// level up / upgrade ...
// angles are supplied in degrees and are CCW
Missile *missile = new Missile(
state->generateId(),
player,
player->ship->position,
-util::deg2rad(m_angle),
0.005*player->speed);
player->energy -= player->speed;
player->missiles.push_back(missile);
state->addMissile(missile);
}
bool ShootCommand::ready(const Player *player, const State *state) const
{
(void) state;
//return player->alive && player->energy >= player->speed;
return player->alive;
}
void ChangeNameCommand::apply(Player *player, State *state) const
{
// discard if not unique
for (const Player *other : state->players) {
if (m_name == other->name) {
std::cout << "name '" << m_name << "' already given to player #" << other->id << std::endl;
return;
}
}
player->name = m_name;
}
void SetSpeedCommand::apply(Player *player, State *state) const
{
(void) state;
if (m_speed < 0.0) {
return;
}
player->speed = m_speed;
}
void ClearTracesCommand::apply(Player *player, State *state) const
{
std::cout<<"clearing traces!!!" << std::endl;
std::vector<Trace*> rm;
for (Trace *trace : state->traces) {
if (trace->missile == nullptr && trace->player == player) {
rm.push_back(trace);
}
}
for (Trace *trace : rm) {
state->traces.remove(trace);
}
}
void DeveloperCommand::apply(Player *player, State *state) const
{
(void) player;
if (!state->developerMode()) {
std::cout<<"ignoring dev command while not in developer mode: '"
<< m_payload << "'" << std::endl;
return;
}
// TODO: give developer mode to game
// TODO: forward to application in some way
std::cout << "got developer command: '" << m_payload << "'" << std::endl;
if (m_payload == "reload shader") {
// TODO: really do that ;)
} else if (m_payload == "reload models") {
}
}
void SetDeveloperModeCommand::apply(Player *player, State *state) const
{
(void) player;
// TODO: check if player is admin
state->setDeveloperMode(m_enable);
}
#if 0
bool TakeOverPlayerCommand::ready(const Player *player, const State *state) const
{
(void) state;
return state->havePlayerGrantFor(player->id, m_otherPlayerId);
}
void TakeOverPlayerCommand::apply(Player *player, State *state) const
{
if (
state->playerGrant(player->id, m_otherPlayerId);
}
#endif
}