r151 - in trunk: . src src/objects
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Tue Sep 6 07:07:57 EDT 2005
Author: jonas
Date: 2005-09-06 07:07:57 -0400 (Tue, 06 Sep 2005)
New Revision: 151
Modified:
trunk/TODO
trunk/src/common.cpp
trunk/src/objects/baleog.cpp
trunk/src/objects/baleog.h
trunk/src/objects/erik.cpp
trunk/src/objects/erik.h
trunk/src/objects/fang.cpp
trunk/src/objects/fang.h
trunk/src/objects/olaf.cpp
trunk/src/objects/olaf.h
trunk/src/objects/scorch.cpp
trunk/src/objects/scorch.h
trunk/src/objects/zombie.cpp
trunk/src/objects/zombie.h
Log:
enable debug with -DEBUG, added destructors again => fixes bug
Modified: trunk/TODO
===================================================================
--- trunk/TODO 2005-09-06 09:34:31 UTC (rev 150)
+++ trunk/TODO 2005-09-06 11:07:57 UTC (rev 151)
@@ -4,7 +4,6 @@
o memleaks, segfaults?
o key vs. trigger in map2
o fall event (DONE?)
- o left/right fallback?
o players die event segfault (eg. olaf)
@@ -24,8 +23,16 @@
concrete class depending on the game_mode instead of using if...
o Move/Fall/push/crash/collisions:
- o the character should have more information what he hits
- o IDEA: movements into dense objects should involve a push()
+ o move should be a property of a common object
+ o Hit should give either much more information or all logic should be done inside
+ move (BAD)
+ o collision reactions should depend on the corresponding types and whether we
+ already are near the object or not => getCollisionType(obj1,obj2)?
+ o First priority (first run): find out where the object will move to (HARD)
+ => add a bool notchange parameter and pass it on to all actions
+ o movement into a movable object should just move the object
+ o if the movement is "forced" the moved object should be hit hard when it collides
+ otherwise a hit would stop the moving object as well...
-> I have no idea about how the push should look like, elevators can be pushed
up, even though you don't collide with them on top
-> characters should be "pushable", eg. a stone that falls down pushes the
@@ -82,9 +89,9 @@
o Monsters / AI: VERY BAD
o Game functionality (): BAD
+ o Events / Effects: BAD, MESS
o Object (including parameter) loading: BAD
- o Move logic: BAD, BUGGED, MESS
- o Events / Effects: BAD, MESS
+ o Move logic: ACCEPTABLE, BUGGED
o Objects (players, items, etc): ACCEPTABLE
o Input Handler: ACCEPTABLE, WORKS
o Collision detection: OK
Modified: trunk/src/common.cpp
===================================================================
--- trunk/src/common.cpp 2005-09-06 09:34:31 UTC (rev 150)
+++ trunk/src/common.cpp 2005-09-06 11:07:57 UTC (rev 151)
@@ -51,6 +51,9 @@
gfxeng->unsetShowDebug();
SDL_ShowCursor(SDL_DISABLE);
}
+#ifdef DEBUG
+ gfxeng->setShowDebug();
+#endif
}
void addGameMode(Uint8 addmode) {
Modified: trunk/src/objects/baleog.cpp
===================================================================
--- trunk/src/objects/baleog.cpp 2005-09-06 09:34:31 UTC (rev 150)
+++ trunk/src/objects/baleog.cpp 2005-09-06 11:07:57 UTC (rev 151)
@@ -22,6 +22,8 @@
au_sword=scenario->sndcache->loadWAV("swrdsw2.wav");
}
+Baleog::~Baleog() { }
+
//Baleog1: Sword attack
void Baleog::in_sp1() {
setEvent(new EAttack(this,10,&weapon,(state&STATE_LEFT) ? DIR_LEFT : DIR_RIGHT,10,enemy_types,0,0,au_sword,(state&STATE_LEFT) ? anim_sword_left : anim_sword_right));
Modified: trunk/src/objects/baleog.h
===================================================================
--- trunk/src/objects/baleog.h 2005-09-06 09:34:31 UTC (rev 150)
+++ trunk/src/objects/baleog.h 2005-09-06 11:07:57 UTC (rev 151)
@@ -6,6 +6,7 @@
class Baleog : public Player {
public:
Baleog(string imagename, Sint16 xpos=0, Sint16 ypos=0, string name="Baleog");
+ virtual ~Baleog();
/// \brief Baleog attacks with a sword
virtual void in_sp1();
private:
Modified: trunk/src/objects/erik.cpp
===================================================================
--- trunk/src/objects/erik.cpp 2005-09-06 09:34:31 UTC (rev 150)
+++ trunk/src/objects/erik.cpp 2005-09-06 11:07:57 UTC (rev 151)
@@ -36,8 +36,8 @@
anim_fall_right=loadAnimation("erik_fall_right",config.lvlscale,BP_LD);
anim_fall_fast_left=loadAnimation("erik_fall_fast_left",config.lvlscale,BP_RD);
anim_fall_fast_right=loadAnimation("erik_fall_fast_right",config.lvlscale,BP_LD);
- anim_crash_left=loadAnimation("erik_crash_left",config.lvlscale,BP_RD,ATYPE_ONCE_END,calcFPS(1,T_IRR));
- anim_crash_right=loadAnimation("erik_crash_right",config.lvlscale,BP_LD,ATYPE_ONCE_END,calcFPS(1,T_IRR));
+ anim_crash_left=loadAnimation("erik_crash_left",config.lvlscale,BP_RD,ATYPE_ONCE_END);
+ anim_crash_right=loadAnimation("erik_crash_right",config.lvlscale,BP_LD,ATYPE_ONCE_END);
anim_rope_left=loadAnimation("erik_rope_left",config.lvlscale,BP_RD);
anim_rope_right=loadAnimation("erik_rope_right",config.lvlscale,BP_LD);
anim_teleport_left=loadAnimation("erik_teleport_left",config.lvlscale,BP_RD,ATYPE_ONCE_END);
@@ -75,6 +75,8 @@
au_run=NULL;
}
+Erik::~Erik() { }
+
void Erik::idle(Uint16 dt) {
Player::idle(dt);
//TODO: this is an ugly hack...
Modified: trunk/src/objects/erik.h
===================================================================
--- trunk/src/objects/erik.h 2005-09-06 09:34:31 UTC (rev 150)
+++ trunk/src/objects/erik.h 2005-09-06 11:07:57 UTC (rev 151)
@@ -14,6 +14,7 @@
class Erik : public Player {
public:
Erik(string imagename, Sint16 xpos=0, Sint16 ypos=0, string name="Erik");
+ virtual ~Erik();
virtual void idle(Uint16);
/// \brief Erik jumps
virtual void in_sp1();
Modified: trunk/src/objects/fang.cpp
===================================================================
--- trunk/src/objects/fang.cpp 2005-09-06 09:34:31 UTC (rev 150)
+++ trunk/src/objects/fang.cpp 2005-09-06 11:07:57 UTC (rev 151)
@@ -25,6 +25,8 @@
au_jump=scenario->sndcache->loadWAV("fangjump.wav");
}
+Fang::~Fang() { }
+
void Fang::in_left(Uint16 dt) {
Player::in_left(dt);
unsetState(STATE_CLIMB_R);
Modified: trunk/src/objects/fang.h
===================================================================
--- trunk/src/objects/fang.h 2005-09-06 09:34:31 UTC (rev 150)
+++ trunk/src/objects/fang.h 2005-09-06 11:07:57 UTC (rev 151)
@@ -23,6 +23,7 @@
class Fang : public Player {
public:
Fang(string imagename, Sint16 xpos=0, Sint16 ypos=0, string name="Fang");
+ virtual ~Fang();
virtual void fall(Uint16);
virtual void in_left(Uint16);
virtual void in_right(Uint16);
Modified: trunk/src/objects/olaf.cpp
===================================================================
--- trunk/src/objects/olaf.cpp 2005-09-06 09:34:31 UTC (rev 150)
+++ trunk/src/objects/olaf.cpp 2005-09-06 11:07:57 UTC (rev 151)
@@ -36,6 +36,8 @@
au_hit=scenario->sndcache->loadWAV("fathit.wav");
}
+Olaf::~Olaf() { }
+
void Olaf::updateAnimState() {
if (state&STATE_SMALL) {
if (state&STATE_LEFT) {
Modified: trunk/src/objects/olaf.h
===================================================================
--- trunk/src/objects/olaf.h 2005-09-06 09:34:31 UTC (rev 150)
+++ trunk/src/objects/olaf.h 2005-09-06 11:07:57 UTC (rev 151)
@@ -17,6 +17,7 @@
class Olaf : public Player {
public:
Olaf(string imagename, Sint16 xpos=0, Sint16 ypos=0, string name="Olaf");
+ virtual ~Olaf();
/// Additionally checks if Olaf is small and how he wears his shield
virtual void updateAnimState();
virtual void in_left(Uint16);
Modified: trunk/src/objects/scorch.cpp
===================================================================
--- trunk/src/objects/scorch.cpp 2005-09-06 09:34:31 UTC (rev 150)
+++ trunk/src/objects/scorch.cpp 2005-09-06 11:07:57 UTC (rev 151)
@@ -23,6 +23,8 @@
au_hit=scenario->sndcache->loadWAV("draghit.wav");
}
+Scorch::~Scorch() { }
+
void Scorch::idle(Uint16 dt) {
Player::idle(dt);
if (!input->keyState(KEY_SP1)) {
Modified: trunk/src/objects/scorch.h
===================================================================
--- trunk/src/objects/scorch.h 2005-09-06 09:34:31 UTC (rev 150)
+++ trunk/src/objects/scorch.h 2005-09-06 11:07:57 UTC (rev 151)
@@ -17,6 +17,7 @@
class Scorch : public Player {
public:
Scorch(string imagename, Sint16 xpos=0, Sint16 ypos=0, string name="Scorch");
+ virtual ~Scorch();
virtual void fall(Uint16);
/// \brief Scorch uses his wings
virtual void idle(Uint16);
Modified: trunk/src/objects/zombie.cpp
===================================================================
--- trunk/src/objects/zombie.cpp 2005-09-06 09:34:31 UTC (rev 150)
+++ trunk/src/objects/zombie.cpp 2005-09-06 11:07:57 UTC (rev 151)
@@ -20,6 +20,8 @@
weapon=Weapon(-1,W_STRIKE);
}
+Zombie::~Zombie() { }
+
void Zombie::idle(Uint16 dt) {
Character::idle(dt);
runAI(dt);
Modified: trunk/src/objects/zombie.h
===================================================================
--- trunk/src/objects/zombie.h 2005-09-06 09:34:31 UTC (rev 150)
+++ trunk/src/objects/zombie.h 2005-09-06 11:07:57 UTC (rev 151)
@@ -9,6 +9,7 @@
class Zombie : public Monster {
public:
Zombie(string imagename, Sint16 xpos=0, Sint16 ypos=0, string name="Zombie");
+ virtual ~Zombie();
virtual void idle(Uint16);
private:
virtual void runAI(Uint16);
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