ftp.nice.ch/pub/next/games/action/xox/xox.940213.s.tar.gz#/xoxsrc.940213/xoxsrc/Actor.m

This is Actor.m in view mode; [Download] [Up]

#import "Actor.h"
#import "ActorMgr.h"
#import "DisplayManager.h"
#import "CacheManager.h"
#import "collisions.h"
#import <math.h>

extern BOOL coalesce(NXRect *p1, NXRect *p2);

float gx, gy;

@implementation Actor

// Hack Alert!  I need 1 class variable for each subclass of Actor.
// Since objc doesn't support class variables, I just appropriate the
// use of the version to store a List...  This is really gross and has no
// place in production code; it could break archiving (which I don't do...)
// If you just _had_ to do this, you could make the version point to an
// allocated struct that contained the version and class variables, and
// override +setVersion to access it (but you didn't hear it from me!)

+ initialize
{
    [self setVersion: (int)[[List alloc] init]];	// Ack!
    return self;
}

// Each Actor subclass keeps a list of its instances; instances are never freed
// since they come and go frequently and allocating them is too expensive.
// Instead, the actor manager walks this list and reuses available actors.
// Plus, since they're never killed, they can wait tables on the side.
+ instanceList
{
	return (id)[self version];						// Ack!
}

- init
{
	[super init];
	actorType = (int)[self class];
	[[[self class] instanceList] addObjectIfAbsent:self];
	return self;
}

#define S_DEBUG 0

// note that this method is _not_ the object's designated initializer;
// this method may be called more than once (by activate)
- reinitWithImage:(const char *)imageName
	frameSize:(NXSize *) size
	numFrames:(int)frames
	shape: (COLLISION_SHAPE)shape
	alliance: (ALLIANCE)al
	radius: (float) r
	buffered: (BOOL) b
	x: (float)xp
	y: (float)yp
	theta: (float) thta
	vel: (float) v
	interval: (unsigned) time
	distToCorner: (NXSize *)d2c
{
	image = [self findImageNamed:imageName];

	frame = 0;
	interval = time;
	changeTime = timeInMS+time;

	numFrames = frames;
	frameSize = *size;
	theta = thta;
	vel = v;
	xv = vel * -sin(theta);
	yv = vel * cos(theta);
	collisionShape = shape;
	alliance = al;
	radius = r;
	buffered = b;

	drawRect.size = *size;
	collisionRect.size = *size;
	distToCorner = *d2c;
	[self moveTo:xp :yp];

	complexShapePtr = NULL;
	eraseRect.size.width = 0;

    return self;
}

// The ActorManager means objects don't necessarily get created and freed;
// instead they are created once and then activated and retired.
- activate:sender :(int)tag
{
	employed = YES;
	scoreTaker = sender;
	return self;
}

- retire
{
//	[self erase];
	if (buffered && (eraseRect.size.width > 0))
		[cacheMgr displayRect:&eraseRect];
	employed = NO;
	return self;
}

- erase
{
	id mgr = (buffered ? cacheMgr : displayMgr);
	[mgr erase:&eraseRect];
	if (!buffered) eraseRect.size.width = 0;
	return self;
}

- positionChanged
{
	if (timeInMS > changeTime)
	{
		changeTime = timeInMS + interval;
		if (++frame >= numFrames) frame = 0;
	}
	return self;
}

- calcDxDy:(NXPoint *)dp
{
	dp->x = timeScale * xv;
	dp->y = timeScale * yv;
	return self;
}

- calcDrawRect
{
	drawRect.origin.x = floor(x - gx - distToCorner.width + xOffset);
	drawRect.origin.y = floor(y - gy - distToCorner.height + yOffset);
	return self;
}

- moveBy:(float)dx :(float)dy
{
	x += dx;
	collisionRect.origin.x += dx;
	y += dy;
	collisionRect.origin.y += dy;

	// calculate offset into view
	[self calcDrawRect];
	return self;
}

- moveTo:(float)newx :(float)newy
{
	x = newx;
	y = newy;
	collisionRect.origin.x = x - distToCorner.width;
	collisionRect.origin.y = y - distToCorner.height;
	[self calcDrawRect];
	return self;
}

- setXvYv:(float)xvel :(float)yvel sync:(BOOL)sync
{
	xv = xvel;
	yv = yvel;
	if (sync)
	{
		theta = atan2(yvel, xvel);
		vel = sqrt(xv*xv + yv*yv);
	}
	return self;
}

- setVel:(float)newVel theta:(float)newTheta sync:(BOOL)sync
{
	vel = newVel;
	theta = newTheta;
	if (sync)
	{
		xv = vel * -sin(theta);
		yv = vel * cos(theta);
	}
	return self;
}

- setVel:(float)newVel
{
	vel = newVel;
	return self;
}

- setTheta:(float)newTheta
{
	theta = newTheta;
	return self;
}

- oneStep
{
	NXPoint dXdY;

	if (intersectsRect(&screenRect, &eraseRect))
	{
		[self erase];
	}

	[self calcDxDy: &dXdY];

	[self moveBy:dXdY.x :dXdY.y];

	complexShapePtr = NULL;

	[self positionChanged];

	return self;
}

- scheduleDrawing
{
	id mgr = (buffered ? cacheMgr : displayMgr);
	if (employed && intersectsRect(&screenRect, &drawRect))
	{
		[mgr draw:self];
		if (buffered)
		{
			[self addFlushRects];
		}
//		eraseRect = drawRect;
	}
	else if ((eraseRect.size.width > 0) && buffered)
	{
		// we have an erasure region to flush to the screen
		[cacheMgr displayRect:&eraseRect];
		eraseRect.size.width = 0;
	}

	return self;
}

- draw
{
	NXRect src;
	src.origin.x = (frame & 3) * frameSize.width;
	src.origin.y = (frame >> 2) * frameSize.height;
	src.size = drawRect.size = frameSize;
	
	[image composite:NX_SOVER fromRect:&src toPoint:&drawRect.origin];
	eraseRect = drawRect;

#if S_DEBUG
	{
		NXRect t = collisionRect;
		t.origin.x = floor(collisionRect.origin.x - gx + xOffset);
		t.origin.y = floor(collisionRect.origin.y - gy + yOffset);
		PSsetrgbcolor(1,0,0);
		NXFrameRect(&t);
		PSnewpath();
		PSsetrgbcolor(0,1,0);
		PSarc(floor(x - gx + xOffset), floor(y - gy + yOffset), 
			radius-1, 0.0, 360.0);
		PSclosepath();
		PSstroke();
	}
#endif

	return self;
}

// an actor will be sent a tile message when it is time to draw something
// in the virgin buffered background.  This is good for static images so you
// only draw them once.  Most actors move and thus shouldn't draw anything here.
// focus is locked on the virgin buffer when this is called
- tile
{
	return self;
}

// both actors that have collided will be sent a doYouHurt: message to determine if the 
// other will be sent a performCollisionWith: message.  You could use this opportunity to
// store the other's pre-collision vector, if you care about it.

- (BOOL) doYouHurt:sender
{	return YES;
}

- performCollisionWith:(Actor *) dude
{
	if (pointValue) [dude addToScore:pointValue for:self gen:0];
	[actorMgr destroyActor:self];
	return nil;
}

- (BOOL) wrapAtDistance:(float)distx :(float)disty
{
	float dx = 0, dy = 0;
	BOOL didWrap = NO;

	// warp things around as necessary...
	if (x > gx + distx)
	{
		dx = -2*distx;
		didWrap = YES;
	}
	else if (x < gx - distx)
	{
		dx = 2*distx;
		didWrap = YES;
	}

	if (y > gy + disty)
	{
		dy = -2*disty;
		didWrap = YES;
	}
	else if (y < gy - disty)
	{
		dy = 2*disty;
		didWrap = YES;
	}
	if (didWrap) [self moveBy:dx :dy];

	return didWrap;
}

- (BOOL) bounceAtDistance:(float)distx :(float)disty
{
	float dx=0,dy=0;
	BOOL didBounce = NO;

	if (x > gx + distx)
	{
		dx = (gx + distx) - x;
		if (xv > 0) xv = 0 - xv;
		didBounce = YES;
	}
	else if (x < gx - distx)
	{
		dx = (gx - distx) - x;
		if (xv < 0) xv = 0 - xv;
		didBounce = YES;
	}

	if (y > gy + disty)
	{
		dy = (gy + disty) - y;
		if (yv > 0) yv = 0 - yv;
		didBounce = YES;
	}
	else if (y < gy - disty)
	{
		dy = (gy - disty) - y;
		if (yv < 0) yv = 0 - yv;
		didBounce = YES;
	}

	if (didBounce) [self moveBy:dx :dy];

	return didBounce;
}

#define xabs(x) (x >= 0 ? x : 0-x)
extern XXLine *gln2;

// this is a really quick and dirty hack that hopefully is good
// enough to implement a believable bounce off of a nearly
// stationary rectangular object
// (should be more accurate and probably part of a better mechanism
// for bouncing 2 moving arbitrary shape Actors off each other)
- (int) bounceOff:(Actor *)dude
{
	XXLine vector[3], line[2], t;
	NXPoint pts[3];
	float dx, dy;
	int i, ret=0;
	XXLine *horozLn = &line[0];

	line[0].x1 = dude->collisionRect.origin.x;
	line[0].x2 = dude->collisionRect.origin.x + dude->collisionRect.size.width;
	line[1].y1 = dude->collisionRect.origin.y;
	line[1].y2 = dude->collisionRect.origin.y + dude->collisionRect.size.height;
	if (yv > 0)
	{
		line[0].y1 = line[0].y2 = dude->collisionRect.origin.y;
	}
	else
	{
		line[0].y1 = line[0].y2 = dude->collisionRect.origin.y +
			dude->collisionRect.size.height;
	}
	if (xv > 0)
	{
		line[1].x1 = line[1].x2 = dude->collisionRect.origin.x;
	}
	else
	{
		line[1].x1 = line[1].x2 = dude->collisionRect.origin.x +
			dude->collisionRect.size.width;
	}

	if (xabs(xv) > xabs(yv))	// then favor horozontal collisions
	{
		t=line[0]; line[0]=line[1]; line[1]=t;
		horozLn = &line[1];
	}


	dx = xv * 1024.;
	dy = yv * 1024.;
	pts[0].x = x;
	pts[0].y = y;
	pts[1].x = x - distToCorner.width;
	pts[2].x = x + distToCorner.width;
	if ((xv*yv) > 0.0)
	{
		pts[1].y = y + distToCorner.height;
		pts[2].y = y - distToCorner.height;
	}
	else
	{
		pts[1].y = y - distToCorner.height;
		pts[2].y = y + distToCorner.height;
	}

	for (i=0; i<3; i++)
	{
		vector[i].x1 = pts[i].x - dx;
		vector[i].x2 = pts[i].x + dx;
		vector[i].y1 = pts[i].y - dy;
		vector[i].y2 = pts[i].y + dy;
	}

	if ((linesCollide(vector,3,NO, line, 2, NO)) && (gln2 == horozLn))
	{
		if (yv > 0)	// bounce off bottom
		{
			[self moveTo:x :horozLn->y1-distToCorner.height];
			[self setXvYv:xv :-yv sync:NO];
			ret = 1;
		}
		else		// bounce off top
		{
			[self moveTo:x :horozLn->y1+distToCorner.height];
			[self setXvYv:xv :-yv sync:NO];
			ret = 2;
		}
	}
	else
	{
		if (xv > 0)	// bounce off left
		{
			[self moveTo:horozLn->x1-distToCorner.width :y];
			[self setXvYv:-xv :yv sync:NO];
			ret = 3;
		}
		else		// bounce off top
		{
			[self moveTo:horozLn->x2+distToCorner.width :y];
			[self setXvYv:-xv :yv sync:NO];
			ret = 4;
		}
	}
	return ret;
}



// override in subclasses to lazily construct coords for rotated rects
// or rect lists
- constructComplexShape
{
	return self;
}

+ findImageNamed:(const char *)name
{
	NXImage *ret_image = [NXImage findImageNamed:name];
	if (!ret_image)
	{
		char path[256];
		if ([[NXBundle bundleForClass:[self class]]
			getPath:path
			forResource:name
			ofType:"tiff"])
		{
			ret_image = [[NXImage allocFromZone:[self zone]] 
				initFromFile:path];
			[ret_image setName:name];
		}
	}
	return ret_image;
}

- findImageNamed:(const char *)name
{
	return [[self class] findImageNamed:name];
}

+ cacheImage:(const char *)name
{
	NXImage *timage;
	timage = [self findImageNamed:name];
	if ([timage lockFocus]) [timage unlockFocus];
	return self;
}

- (int)addToScore:(int)val for:dude gen:(int)age
{
	if (age < 2)
		return [scoreTaker addToScore:val for:self gen:age+1];
	else return 0;
}

- addFlushRects
{
	if (!coalesce(&eraseRect, &drawRect))
	{
		[cacheMgr displayRect:&drawRect];
	}
	if (eraseRect.size.width > 0)
		[cacheMgr displayRect:&eraseRect];

	return self;
}

- (BOOL) isGroup
{	return NO;
}

@end

@implementation Object (scoreKeepingMethods)
- (int)setScore:(int)val for:dude
{
	return 0;
}

- (int)addToScore:(int)val for:dude gen:(int)age
{
	return 0;
}

- (int)score;
{
	return 0;
}

@end










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