src/Projectile.hh
author saiam
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#ifndef PROJECTILE_HH
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#define PROJECTILE_HH
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class Projectile;
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#include "GameState.hh"
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#include "Player.hh"
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#include "PhysicsObject.hh"
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#include "Timer.hh"
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#include "Types.hh"
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#include "GraphicsPointer.hh"
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/**
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 * A projectile is a flying PhysicsObject, created by firing a player's weapon. It has an initial velocity, is
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 * represented as a diamond-shape with the given "radius", can explode or bounce on collisions, expires at some point,
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 * and can remove ground around it upon exploding.
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 */
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class Projectile : public PhysicsObject {
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protected:
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    /**
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     * Which player fired this projectile?
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     */
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    Player *player;
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    /**
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     * Projectiles can be inivisble, e.g. for digging
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     */
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    bool visible;
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    Weapon *weapon;
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    /**
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     * The tick we were spawned at
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     */
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    TickCount birth_tick;
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public:
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    /**
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     * Constructs this projectile using the given position/velocity, pulling the rest of the parameter values from the
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     * given weapon. The given player is assigned to this projectile. 
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     */
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    Projectile (Player *player, Vector position, Vector velocity, Weapon *weapon, bool visible = true);
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    /**
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     * Removes this from the world's list of projectiles
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     */
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    virtual ~Projectile (void);
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    /**
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     * Draw
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     */
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    virtual void draw (Graphics *g, PixelCoordinate camera) const;
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    /**
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     * Get damage inflicted by this projectile.
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     *
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     * @return Damage inflicted by projectile.
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     */
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    Health getDamage ();
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    /**
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     * Adds one kill to projectile owner.
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     */
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    void addKillToOwner ();
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    /**
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     * Return the owner of the projectile.
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     */
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    const Player* getOwner (); 
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protected:
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    /**
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     * Removes ground at given position if applicable, and destroys this PhysicsObject.
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     *
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     * This is overriden by Network.
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     */
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    virtual void onDestroy (Vector position, bool removeGround);
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    /**
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     * This Projectile has hit the given player.
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     *
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     * This Projectile inflicts a certain amount of damage on the player. We are not destroyed, this can be called
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     * multiple times...
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     */
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    virtual void onHitPlayer (Player *player);
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    /**
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     * Call onDestroy, removingGround
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     */
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    virtual void onCollision (Vector collisionPoint, PhysicsObject *other);
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    /**
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     * If we have expired, call onDestory and removeGround
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     */
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    virtual void tick (TimeMS dt);
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};
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#endif