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Mortar.cpp
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Mortar.cpp
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/*
* Mortar.cpp
*/
//System Headers
#include <stdlib.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 "EnemyBombShot.h"
#include "EventFootSoldierDeath.h"
#include "Mortar.h"
#include "Score.h"
#include "SmallExplosion.h"
Mortar::Mortar(df::Position p, df::Object *new_player) {
df::ResourceManager &resource_manager = df::ResourceManager::getInstance();
df::LogManager &log_manager = df::LogManager::getInstance();
// Link to "mortar" sprite
df::Sprite *p_temp_sprite;
p_temp_sprite = resource_manager.getSprite("mortar");
if (!p_temp_sprite) {
log_manager.writeLog("Mortar::Mortar(): Warning! Sprite '%s' not found", "mortar");
}
else {
setSprite(p_temp_sprite);
setSpriteSlowdown(0);
}
setType("Mortar");
setSolidness(df::Solidness::SOFT);
//Set starting position
setPosition(p);
player = new_player;
fire_slowdown = 60;
fire_countdown = fire_slowdown;
firing_anim_slowdown = 5;
firing_anim_countdown = firing_anim_slowdown;
occupied = true;
firing = false;
}
// Handle event.
// Return 0 if ignored, else 1.
int Mortar::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 Mortar::step() {
// Fire countdown.
fire_countdown--;
if (fire_countdown < 0)
fire_countdown = 0;
//Firing animation countdown
firing_anim_countdown--;
if (firing_anim_countdown < 0)
firing_anim_countdown = 0;
//See if firing is finished
if (firing_anim_countdown <= 0) {
firing = false;
}
}
void Mortar::fire() {
//Only fire if a soldier to occupying the mortar
if (occupied) {
// See if time to fire.
if (fire_countdown > 0)
return;
//Reset countdown
fire_countdown = fire_slowdown + (int)(rand() % 10);
//Check if player is in range
int y_offset = player->getPosition().getY() - getPosition().getY();
if (y_offset > 0 && boxIntersectsBox(getWorldBox(this), df::WorldManager::getInstance().getView())) {
// Fire bomb on player
EnemyBombShot *p = new EnemyBombShot(player->getPosition());
//Reset countdown
firing_anim_countdown = firing_anim_slowdown;
firing = true;
// Play "fire" sound.
}
}
}
void Mortar::hit(const df::EventCollision *p_collision_event) {
// If PlayerGunShot, kill occupant
if ((p_collision_event->getObject1()->getType() == "PlayerGunShot" ||
p_collision_event->getObject2()->getType() == "PlayerGunShot") && occupied) {
df::WorldManager &world_manager = df::WorldManager::getInstance();
//Kill occupant
occupied = false;
//Send Points for deletion
df::EventView ev(SCORE_STRING, MORTAR_UNOCCUPY_POINTS, true);
world_manager.onEvent(&ev);
// Create an explosion.
SmallExplosion *p_explosion = new SmallExplosion(getPosition());
}
// If Tank or PlayerCannonShot, create explosion and delete mortar
if ((p_collision_event->getObject1()->getType() == "Tank") ||
(p_collision_event->getObject2()->getType() == "Tank") ||
(p_collision_event->getObject1()->getType() == "PlayerCannonShot") ||
(p_collision_event->getObject2()->getType() == "PlayerCannonShot")) {
df::WorldManager &world_manager = df::WorldManager::getInstance();
// Create an explosion.
SmallExplosion *p_explosion = new SmallExplosion(getPosition());
// Play "explode" sound
//Send Points for deletion
df::EventView ev(SCORE_STRING, MORTAR_DESTROY_POINTS, true);
world_manager.onEvent(&ev);
//Send death event
EventFootSoldierDeath efsd(this);
world_manager.onEvent(&efsd);
//Delete this object
world_manager.markForDelete(this);
}
}
//draw frames to match where the player is
void Mortar::draw(void) {
int dir_frame = 0;
if (!occupied) {
dir_frame = 0;
}
else {
if (!firing)
dir_frame = 1;
else
dir_frame = 2;
}
df::GraphicsManager::getInstance().drawFrame(getPosition(), getSprite()->getFrame(dir_frame), true);
}