src/Projectile.cc
author nireco
Sat, 31 Jan 2009 12:33:08 +0200
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#include "Projectile.hh"
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#include "Timer.hh"
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Projectile::Projectile (Player *player, Vector position, Vector velocity, Weapon *weapon, bool visible) :
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    PhysicsObject(player->state.world, weapon->getMass(), position, velocity, PROJECTILE, weapon->getBounce()),
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    player(player), 
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    visible(visible), 
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    weapon(weapon)
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{
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    // set birth tick
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    birth_tick = world.getTicks();
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    // XXX: projectiles should be particles?
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    std::vector<Vector> shape(4);
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    shape[0] = Vector(0                   ,  -weapon->getRadius()  );
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    shape[1] = Vector(weapon->getRadius() ,  0                    );
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    shape[2] = Vector(0                   ,  weapon->getRadius()  );
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    shape[3] = Vector(-weapon->getRadius(),  0                    );
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    setShape(shape);
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    // add to state
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    player->state.addProjectile(this);
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}
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Projectile::~Projectile (void) {
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    player->state.projectiles.remove(this);
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}
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void Projectile::onDestroy (Vector position, bool removeGround) {
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    if (removeGround)
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        world.terrain.removeGround(position, weapon->getExplosionRadius());
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    destroy();
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}
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Health Projectile::getDamage (void) {
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    return weapon->getDamage();
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}
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void Projectile::addKillToOwner (void) {
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    player->addKill();
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} 
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void Projectile::onHitPlayer (Player *player) {
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    player->takeDamage(this);
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}
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void Projectile::onCollision (Vector collisionPoint, PhysicsObject *other) {
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    // did we hit a player?
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    if (other != NULL && other->getType() == PLAYER) {
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        Player* player = dynamic_cast<Player*>(other);
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        // XXX: check that player really is !NULL
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        onHitPlayer(player);
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    }
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    if (collision_elasticity == 0)
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        onDestroy(collisionPoint, true);
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}
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void Projectile::tick (TimeMS dt) {
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    // expire projectiles
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    if (world.getTicks() > birth_tick + weapon->getExpire())
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        onDestroy(getPosition(), true);
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    // super
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    PhysicsObject::tick(dt);
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}
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#if GRAPHICS_ENABLED
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void Projectile::draw(graphics::Display &display, PixelCoordinate camera) const {
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    CL_GraphicContext *gc = display.get_gc();
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    if (visible) {
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        PixelCoordinate pos = getCoordinate() - camera;
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        // XXX: scale
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        PixelDimension radius = (unsigned int) weapon->getRadius();
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        CL_Quad projectile(
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                pos.x,              pos.y - radius,
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                pos.x + radius,     pos.y,
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                pos.x,              pos.y + radius,
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                pos.x - radius,     pos.y
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        );
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        gc->fill_quad(projectile, CL_Color::green);
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    }
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}
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#endif
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