-
Notifications
You must be signed in to change notification settings - Fork 0
/
FootSoldier.cpp
143 lines (117 loc) · 3.9 KB
/
FootSoldier.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
/*
* FootSoldier.cpp
*/
//System Headers
#include <stdlib.h>
#include <math.h>
//Dragonfly Headers
#include "EventStep.h"
#include "EventView.h"
#include "GraphicsManager.h"
#include "LogManager.h"
#include "ResourceManager.h"
#include "utility.h"
#include "WorldManager.h"
//Game Headers
#include "EnemyGunShot.h"
#include "EventFootSoldierDeath.h"
#include "FootSoldier.h"
#include "Score.h"
#include "SmallExplosion.h"
FootSoldier::FootSoldier(df::Position p, df::Object *new_player) {
df::ResourceManager &resource_manager = df::ResourceManager::getInstance();
df::LogManager &log_manager = df::LogManager::getInstance();
// Link to "player" sprite
df::Sprite *p_temp_sprite;
p_temp_sprite = resource_manager.getSprite("footsoldier");
if (!p_temp_sprite) {
log_manager.writeLog("FootSoldier::FootSoldier(): Warning! Sprite '%s' not found", "footsoldier");
}
else {
setSprite(p_temp_sprite);
setSpriteSlowdown(0);
}
setType("FootSoldier");
setSolidness(df::Solidness::SOFT);
//Register interests
registerInterest(df::STEP_EVENT);
//Set starting position
setPosition(p);
player = new_player;
fire_slowdown = 15 + rand() % 5;
fire_countdown = fire_slowdown;
}
// Handle event.
// Return 0 if ignored, else 1.
int FootSoldier::eventHandler(const df::Event *p_e) {
if (p_e->getType() == df::STEP_EVENT) {
step();
fire();
return 1;
}
if (p_e->getType() == df::COLLISION_EVENT) {
const df::EventCollision *p_collision_event = dynamic_cast <df::EventCollision const *> (p_e);
hit(p_collision_event);
return 1;
}
return 0;
}
void FootSoldier::step() {
// Fire countdown.
fire_countdown--;
if (fire_countdown < 0)
fire_countdown = 0;
}
void FootSoldier::fire() {
// See if time to fire.
if (fire_countdown > 0)
return;
//Reset countdown
fire_countdown = fire_slowdown;
//Check if player is in range
int y_offset = player->getPosition().getY() - getPosition().getY();
if (y_offset < df::GraphicsManager::getInstance().getVertical() * 3 / 4 && y_offset > 0 &&
boxIntersectsBox(getWorldBox(this), df::WorldManager::getInstance().getView())) {
// Fire Bullet towards target.
df::Position pos;
if (player->getPosition().getX() > getPosition().getX())
pos = df::Position::Position(getPosition().getX() + 2, getPosition().getY());
else
pos = df::Position::Position(getPosition().getX() - 2, getPosition().getY());
EnemyGunShot *p = new EnemyGunShot(pos);
p->setXVelocity((float)(player->getPosition().getX() - pos.getX()) /
(float)(player->getPosition().getY() - pos.getY()));
// Play "fire" sound.
}
}
void FootSoldier::hit(const df::EventCollision *p_collision_event) {
// If PlayerGunShot or PlayerCannonShot, create explosion and delete soldier
if ((p_collision_event->getObject1()->getType() == "PlayerGunShot") ||
(p_collision_event->getObject2()->getType() == "PlayerGunShot") ||
(p_collision_event->getObject1()->getType() == "PlayerCannonShot") ||
(p_collision_event->getObject2()->getType() == "PlayerCannonShot") ||
(p_collision_event->getObject1()->getType() == "Tank") ||
(p_collision_event->getObject2()->getType() == "Tank")) {
// Create an explosion.
SmallExplosion *p_explosion = new SmallExplosion(getPosition());
// Play "explode" sound
// Create "footsoldierdeath" event and send to interested Objects.
df::WorldManager &world_manager = df::WorldManager::getInstance();
EventFootSoldierDeath death(this);
world_manager.onEvent(&death);
//Send Points for deletion
df::EventView ev(SCORE_STRING, FOOTSOLDIER_POINTS, true);
df::WorldManager::getInstance().onEvent(&ev);
//Delete this object
df::WorldManager::getInstance().markForDelete(this);
}
}
//draw frames to match where the soldier is
void FootSoldier::draw(void) {
int dir_frame = 0;
if (player->getPosition().getX() > getPosition().getX())
dir_frame = 0;
else
dir_frame = 1;
df::GraphicsManager::getInstance().drawFrame(getPosition(), getSprite()->getFrame(dir_frame), true);
}