--- lib/wormux/include/WORMUX_action.h | 1 - src/include/action_handler.cpp | 40 ------------------------------------ src/weapon/grapple.cpp | 32 +--------------------------- 3 files changed, 2 insertions(+), 71 deletions(-)
diff --git a/lib/wormux/include/WORMUX_action.h b/lib/wormux/include/WORMUX_action.h index 19d0e06..584cc06 100644 --- a/lib/wormux/include/WORMUX_action.h +++ b/lib/wormux/include/WORMUX_action.h @@ -103,7 +103,6 @@ public: // Special weapon options ACTION_WEAPON_CONSTRUCTION, ACTION_WEAPON_GNU, - ACTION_WEAPON_GRAPPLE, ACTION_WEAPON_POLECAT, ACTION_WEAPON_SUPERTUX, diff --git a/src/include/action_handler.cpp b/src/include/action_handler.cpp index 24f5360..18bdc2f 100644 --- a/src/include/action_handler.cpp +++ b/src/include/action_handler.cpp @@ -713,45 +713,6 @@ static void Action_Weapon_Gnu (Action *a) launcher->ExplosionFromNetwork(pos); } -static void Action_Weapon_Grapple (Action *a) -{ - Grapple* grapple = dynamic_cast<Grapple*>(&(ActiveTeam().AccessWeapon())); - NET_ASSERT(grapple != NULL) - { - return; - } - - int subaction = a->PopInt(); - switch (subaction) { - case Grapple::ATTACH_ROPE: - {// attach rope - Point2i contact_point = a->PopPoint2i(); - grapple->AttachRope(contact_point); - } - break; - - case Grapple::ATTACH_NODE: // attach node - { - Point2i contact_point = a->PopPoint2i(); - double angle = a->PopDouble(); - int sense = a->PopInt(); - grapple->AttachNode(contact_point, angle, sense); - } - break; - - case Grapple::DETACH_NODE: // detach last node - grapple->DetachNode(); - break; - - case Grapple::SET_ROPE_SIZE: // update rope size - grapple->SetRopeSize(a->PopDouble()); - break; - - default: - ASSERT(false); - } -} - static void Action_Weapon_Polecat (Action *a) { PolecatLauncher* launcher = dynamic_cast<PolecatLauncher*>(&(ActiveTeam().AccessWeapon())); @@ -1032,7 +993,6 @@ void Action_Handler_Init() // Special weapon options ActionHandler::GetInstance()->Register (Action::ACTION_WEAPON_CONSTRUCTION, "WEAPON_construction", &Action_Weapon_Construction); ActionHandler::GetInstance()->Register (Action::ACTION_WEAPON_GNU, "WEAPON_gnu", &Action_Weapon_Gnu); - ActionHandler::GetInstance()->Register (Action::ACTION_WEAPON_GRAPPLE, "WEAPON_grapple", &Action_Weapon_Grapple); ActionHandler::GetInstance()->Register (Action::ACTION_WEAPON_POLECAT, "WEAPON_polecat", &Action_Weapon_Polecat); ActionHandler::GetInstance()->Register (Action::ACTION_WEAPON_SUPERTUX, "WEAPON_supertux", &Action_Weapon_Supertux); diff --git a/src/weapon/grapple.cpp b/src/weapon/grapple.cpp index e2e952b..d078ad5 100644 --- a/src/weapon/grapple.cpp +++ b/src/weapon/grapple.cpp @@ -32,7 +32,6 @@ #include "include/action_handler.h" #include "map/camera.h" #include "map/map.h" -#include "network/network.h" #include "sound/jukebox.h" #include "team/team.h" #include "team/teams_list.h" @@ -226,16 +225,7 @@ bool Grapple::TryAttachRope() Point2i contact_point; if (find_first_contact_point(pos, angle, length, 4, contact_point)) { - if (!ActiveTeam().IsLocal() && !ActiveTeam().IsLocalAI()) - return false; - - // The rope reaches the fixation point. Let's fix it ! - Action* a = new Action(Action::ACTION_WEAPON_GRAPPLE); - a->Push(ATTACH_ROPE); - a->Push(contact_point); - ActionHandler::GetInstance()->NewAction(a); - - MSG_DEBUG("grapple.hook", "Creating ATTACH_GRAPPLE Action"); + AttachRope(contact_point); return true; } @@ -288,14 +278,6 @@ bool Grapple::TryAddNode(int CurrentSense) // Add a node on the rope and change the fixation point AttachNode(contact_point, rope_angle, CurrentSense); - // Send node addition over the network - Action a(Action::ACTION_WEAPON_GRAPPLE); - a.Push(ATTACH_NODE); - a.Push(contact_point); - a.Push(rope_angle); - a.Push(CurrentSense); - Network::GetInstance()->SendActionToAll(a); - return true; } @@ -312,7 +294,7 @@ bool Grapple::TryRemoveNodes(int currentSense) double currentAngle = ActiveCharacter().GetRopeAngle(); Point2i mapRopeStart = ActiveCharacter().GetHandPosition(); - const int max_nodes_per_turn = 100; // safe value to avoid network congestion + const int max_nodes_per_turn = 100; // safe value, was used to avoid network congestion int nodes_to_remove = 0; TraceResult tr; @@ -361,10 +343,6 @@ bool Grapple::TryRemoveNodes(int currentSense) // remove last node DetachNode(); - // Send node suppression over the network - Action a(Action::ACTION_WEAPON_GRAPPLE); - a.Push(DETACH_NODE); - Network::GetInstance()->SendActionToAll(a); } return nodes_to_remove > 0; @@ -378,9 +356,6 @@ void Grapple::NotifyMove(bool collision) if (!IsInUse() || m_attaching) return; - if (!ActiveTeam().IsLocal() && !ActiveTeam().IsLocalAI()) - return; - // Check if the character collide something. if (collision) { @@ -430,9 +405,6 @@ void Grapple::Refresh() if (m_attaching) TryAttachRope(); - if (!ActiveTeam().IsLocal() && !ActiveTeam().IsLocalAI()) - return; - if (IsInUse() && !m_attaching) { ActiveCharacter().SetMovement("ninja-rope"); -- 1.6.0.4 _______________________________________________ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev