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#include "gunobj.h"
#include <vector>
#include "bitmap.h"
#include "spaceobj.h"
using namespace std;
/* Constructor:
* paramters:
* direction - direction the bullets should move in. Should either be 1 or -1 for up for down.
* name - the name of the gun
* _worth - the cost of the gun used for the buy menu for the guns the player can buy.
* _alignment - the TEAM of the gun. this will also be the TEAM of the bullets produced.
*/
WeaponObject::WeaponObject( int direction, const char * name, int _worth, int _alignment, int _strength, int _max_strength ):
shot_counter( 0 ),
strength( _strength ),
max_strength( _max_strength ),
dir( direction ),
worth( _worth ),
alignment( _alignment ) {
gun_name = name;
}
/*
int WeaponObject::getPower(){
return strength;
}
*/
/* Draw:
* Allows the object to draw itself onto the specified bitmap.
* Defualt behavior is to do nothing.
*/
void WeaponObject::Draw( const Bitmap & less,int x,int y){}
/* MakeShot:
* Makes a bullet, or bullets, given a list of ammo and a list of the object enemies.
* Default behavior is to do nothing.
*/
void WeaponObject::MakeShot(int x, int y, vector< SpaceObject * > * Ammo, const vector< SpaceObject * > * fight ){}
/* Idle:
* If the object containing the gun object shoots, the MakeShot method is called,
* otherwise the Idle method is called.
* Default behavior is to do nothing.
*/
void WeaponObject::Idle(int x, int y, vector< SpaceObject * > * Ammo, const vector< SpaceObject * > * fight ){}
/* GetName:
* Returns the name of the gun.
*/
/*
const char * WeaponObject::GetName() const {
return gun_name.c_str();
}
*/
const int WeaponObject::getShotCounter() const{
return shot_counter;
}
void WeaponObject::setShotCounter( const int x ){
shot_counter = x;
}
void WeaponObject::Wait( const int n ) {
shot_counter -= n;
}
const SpaceObject * WeaponObject::getCollidableObject( const vector< SpaceObject * > * fight, const SpaceObject * enemy ){
for ( vector< SpaceObject * >::const_iterator it = fight->begin(); it != fight->end(); it++ ){
const SpaceObject * object = *it;
if ( object->CanbeHit( enemy ) ){
return object;
}
}
return NULL;
}
/* Worth:
* Returns the cost of the gun.
*/
int WeaponObject::Worth() {
return worth;
}
WeaponObject * WeaponObject::copy() {
WeaponObject * who = new WeaponObject( dir, gun_name.c_str(), worth, alignment, strength, max_strength );
return who;
}
/* maxPower:
* Returns the maximum strength of the gun
*/
int WeaponObject::maxPower() {
return max_strength;
}
/* IncreasePower:
* Increases the strength of the gun initiliazed to 0. Currently, the maximum power of any gun
* is 4.
*/
void WeaponObject::IncreasePower( int q ) {
strength += q;
if ( max_strength != -1 )
if ( strength > max_strength ) strength = max_strength;
}
/* Destructor:
* Does nothing
*/
WeaponObject::~WeaponObject(){}
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