rename Shot -> Projectile
authorterom
Thu, 04 Dec 2008 22:02:20 +0000
changeset 201 135616467a0a
parent 200 2dbf40661580
child 202 b3f5d766391e
rename Shot -> Projectile
src/PhysicsWorld.cc
src/PhysicsWorld.hh
src/Player.cc
src/Projectile.cc
src/Projectile.hh
--- a/src/PhysicsWorld.cc	Thu Dec 04 21:59:23 2008 +0000
+++ b/src/PhysicsWorld.cc	Thu Dec 04 22:02:20 2008 +0000
@@ -14,7 +14,7 @@
     players.push_back(object);
 }
 
-void PhysicsWorld::addProjectile (Shot *projectile) {
+void PhysicsWorld::addProjectile (Projectile *projectile) {
     projectiles.push_back(projectile);
 }
 
@@ -22,7 +22,7 @@
  * Function pointer used to clear the projectile list
  * from those that have already been destroyd.
  */
-bool isDestroyedProjectile (Shot* po) { return (*po).isDestroyed(); }
+bool isDestroyedProjectile (Projectile* po) { return (*po).isDestroyed(); }
 
 void PhysicsWorld::tick () {
     //    Engine::log(DEBUG, "physics.apply_force") << "*tick*";
@@ -31,12 +31,12 @@
         (*i)->tick(); 
     }
 
-    for (std::list<Shot*>::iterator i = projectiles.begin(); i != projectiles.end(); i++) {
+    for (std::list<Projectile*>::iterator i = projectiles.begin(); i != projectiles.end(); i++) {
         (*i)->tick();
     }
 
     // Delete destroyed projectiles
-    std::list<Shot*>::iterator new_end = remove_if(projectiles.begin(), projectiles.end(), isDestroyedProjectile);
+    std::list<Projectile*>::iterator new_end = remove_if(projectiles.begin(), projectiles.end(), isDestroyedProjectile);
     projectiles.erase(new_end, projectiles.end());
     
     tick_counter++;
@@ -54,7 +54,7 @@
         (*it)->draw(gc);
     }
     // Draw projectiles
-    for (std::list<Shot*>::iterator it = projectiles.begin(); it != projectiles.end(); it++) {
+    for (std::list<Projectile*>::iterator it = projectiles.begin(); it != projectiles.end(); it++) {
         (*it)->draw(gc);
     }
 }
--- a/src/PhysicsWorld.hh	Thu Dec 04 21:59:23 2008 +0000
+++ b/src/PhysicsWorld.hh	Thu Dec 04 22:02:20 2008 +0000
@@ -32,7 +32,7 @@
 
 protected:
     std::list<PhysicsObject*> players;
-    std::list<Shot*> projectiles;
+    std::list<Projectile*> projectiles;
 //    std::vector<PhysicsObject*> objects;
 
     // Contains connections between signals and slots
@@ -59,7 +59,7 @@
      */
     void addPlayerObject(PhysicsObject *object);
     
-    void addProjectile(Shot *projectile);
+    void addProjectile(Projectile *projectile);
 
     /**
      * Advance one time step in physics simulation.
--- a/src/Player.cc	Thu Dec 04 21:59:23 2008 +0000
+++ b/src/Player.cc	Thu Dec 04 22:02:20 2008 +0000
@@ -29,7 +29,7 @@
     float shotspeed = 100*PHYSICS_TICK_MS;
     Vector shotRelativeVelocity = unitVectorAim * shotspeed;
     Vector shotVelocity = this->velocity + shotRelativeVelocity;
-    world.addProjectile(new Shot(this->state, this->position, shotVelocity, true));
+    world.addProjectile(new Projectile(this->state, this->position, shotVelocity, true));
 }
 
 void Player::handleMove (PlayerInput_Move input) {
@@ -59,10 +59,10 @@
     }
 
     if (input & INPUT_MOVE_DIG) {
-        // Should create Shot which destroys ground, but also should be destroyed then,
+        // Should create Projectile which destroys ground, but also should be destroyed then,
         // but it doesn't.
         // But this now just segfaults
-//        world.addObject(new Shot(state, position, true));
+//        world.addObject(new Projectile(state, position, true));
 
         handleDig(position, 15);
     }
--- a/src/Projectile.cc	Thu Dec 04 21:59:23 2008 +0000
+++ b/src/Projectile.cc	Thu Dec 04 22:02:20 2008 +0000
@@ -1,6 +1,6 @@
 #include "Projectile.hh"
 
-Shot::Shot(GameState &state, Vector position, Vector velocity, bool visible) :
+Projectile::Projectile(GameState &state, Vector position, Vector velocity, bool visible) :
     PhysicsObject(state.world, PLAYER_MASS, position, velocity), state(state), visible(visible), destroyed(false) {
     // Looks kind of dumb, for ammunition to have shape
     std::vector<Vector> shape(4);
@@ -15,16 +15,16 @@
 }
 
  
-void Shot::onCollision() {
+void Projectile::onCollision() {
     world.removeGround(position, 20);
     this->destroyed = true;
 }
 
-bool Shot::isDestroyed (void) {
+bool Projectile::isDestroyed (void) {
     return this->destroyed;
 }
 
-void Shot::draw(CL_GraphicContext *gc) {
+void Projectile::draw(CL_GraphicContext *gc) {
 
 
     CL_Quad player(
--- a/src/Projectile.hh	Thu Dec 04 21:59:23 2008 +0000
+++ b/src/Projectile.hh	Thu Dec 04 22:02:20 2008 +0000
@@ -1,12 +1,12 @@
 #ifndef PROJECTILE_HH
 #define PROJECTILE_HH
  
-class Shot;
+class Projectile;
 
 #include "PhysicsObject.hh"
 #include "GameState.hh"
 
-class Shot : public PhysicsObject {
+class Projectile : public PhysicsObject {
 protected:
     GameState &state;
     bool visible;
@@ -15,7 +15,7 @@
     bool target_visible;
     bool destroyed;
 public:
-    Shot(GameState &state, Vector position, Vector velocity, bool visible);
+    Projectile(GameState &state, Vector position, Vector velocity, bool visible);
 
     bool isDestroyed (void);
     virtual void draw(CL_GraphicContext *gc);