---
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
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