/
Weapon.cpp
105 lines (90 loc) · 2.11 KB
/
Weapon.cpp
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#include "Weapon.h"
namespace violetland {
Weapon::Weapon(Texture* droppedTex, Texture* playerTex, Sound* shotSound,
Sound* reloadSound) {
m_playerTex = playerTex;
m_droppedTex = droppedTex;
m_shotSound = shotSound;
m_reloadSound = reloadSound;
Damage = 1.0;
FireDelayTime = 1000;
ReloadTime = 1000;
AmmoClipSize = 1;
Ammo = 1;
BulletSpeed = 3;
BulletsAtOnce = 1;
FireRange = 1000;
ReturnForce = 0.0;
m_fireDelay = 0;
m_reload = 0;
m_reloadSndCh = -1;
m_bulletTex = NULL;
ShellSprite = NULL;
}
void Weapon::process(int deltaTime) {
if (m_fireDelay > 0)
m_fireDelay -= deltaTime;
if (m_reload > 0) {
m_reload -= deltaTime;
if (m_reload <= 0)
Ammo = AmmoClipSize;
}
}
std::vector<Bullet*> *Weapon::fire(float x, float y, float dX, float dY) {
std::vector<Bullet*> *newBullets = new std::vector<Bullet*>();
if (m_reload > 0 || m_fireDelay > 0 || Ammo < 1)
return newBullets;
for (int i = 0; i < BulletsAtOnce; i++) {
Bullet* newBullet;
switch (Type) {
case BULLET_STANDARD:
newBullet = new StandardBullet(x, y, dX, dY, false);
break;
case BULLET_LASER:
newBullet = new LaserBullet(x, y, dX, dY);
break;
case BULLET_GRENADE:
newBullet = new StandardBullet(x, y, dX, dY, true);
break;
case BULLET_FLAME:
newBullet = new Flame(x, y, m_bulletTex);
}
newBullet->Damage = Damage;
newBullet->Speed = BulletSpeed;
newBullet->MaxRange = FireRange;
newBullets->push_back(newBullet);
}
m_shotSound->playInf(2);
Ammo--;
m_fireDelay = FireDelayTime;
return newBullets;
}
bool Weapon::reload(float timeMod) {
if (m_reload <= 0) {
m_reloadSound->play(3, 0, 0);
m_reload = (int) (ReloadTime * timeMod);
return true;
} else
return false;
}
float Weapon::getReloadState() const {
if (m_reload > 0)
return 1.0f - (float) m_reload / ReloadTime;
else
return 0;
}
void Weapon::deleteResources() {
if (m_bulletTex)
delete m_bulletTex;
delete m_droppedTex;
delete m_playerTex;
delete ShellSprite;
delete m_shotSound;
delete m_reloadSound;
}
Weapon::~Weapon() {
if (m_reloadSndCh != -1 && Mix_Playing(m_reloadSndCh) != 0) {
Mix_HaltChannel(m_reloadSndCh);
}
}
}