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#include "logic.h"
#include "spaceobj.h"
#include "level.h"
#include "explode.h"
#include "section.h"
#include "sound.h"
#include "defs.h"
#include "group.h"
#include <iostream>
/*
#include "hull.h"
#include "ebox.h"
*/
#ifndef debug
#define debug std::cout<<"File: "<<__FILE__<<" Line: "<<__LINE__<<std::endl;
#endif
Logic::Logic(){
for ( int q = 0; q < MAX_EXPL; q++ ){
expl[q] = NULL;
}
// objects.push_back( new SpaceObject( 320, 100, 0, 0, new HullObject( new Bitmap( Util::getDataSprite( 187 ) ), 50, 10, 1, 50, 10,false, new ECollide( Util::getDataSprite( 187 ) ) ), NULL, PLANE_AIR, TEAM_ENEMY ) );
}
int Logic::runCycle( SpaceObject * player, LevelCreator * level ){
Section section;
if ( player != NULL ){
objects.push_back( player );
}
/* this has to go here */
HandleExplosion();
double x = 0;
if ( level ){
level->create( &objects, 1, x );
}
handleSpace( &objects, §ion );
if ( player != NULL ){
enforceUniverse( player );
}
clearCollide( &objects );
checkCollision( §ion, player, SND_SUSTAIN, 12 );
DeleteSpace( &objects, §ion, player, level );
for ( vector< SpaceObject * >::iterator it = objects.begin(); it != objects.end(); ){
if ( *it == player ){
it = objects.erase( it );
} else {
++it;
}
}
return 0;
}
Logic::~Logic(){
for ( int q = 0; q < MAX_EXPL; q++ ){
if ( expl[q] ){
delete expl[q];
expl[q] = NULL;
}
}
for ( vector< SpaceObject * >::iterator it = objects.begin(); it != objects.end(); ++it ){
delete *it;
}
objects.clear();
}
vector< SpaceObject * > * Logic::getObjects(){
return &objects;
}
ExplosionClass ** Logic::getExplode(){
return expl;
}
int Logic::maxExplode(){
return MAX_EXPL;
}
void Logic::HandleExplosion() {
for ( int q = 0; q < MAX_EXPL; q++ ){
if( expl[q] != NULL ){
if ( expl[q]->update() ) {
delete expl[q];
expl[q] = NULL;
}
}
}
}
void Logic::enforceUniverse( SpaceObject * player ){
if ( player->getX() + player->getMaxX()/2 > Util::screen_x )
player->setX( Util::screen_x - player->getMaxX()/2 );
if ( player->getX() - player->getMaxX()/2 < 0 )
player->setX( player->getMaxX()/2 );
if ( player->getY() + player->getMaxY()/2 > Util::screen_y )
player->setY( Util::screen_y - player->getMaxY()/2 );
if ( player->getY() - player->getMaxY()/2 < 0 )
player->setY( player->getMaxY()/2 );
}
bool Logic::outOfBounds( SpaceObject * who ){
int x = who->getX();
int y = who->getY();
if ( x < -200 || x > Util::screen_x + 200 || y < -500 || y > Util::screen_y+200 )
return true;
return false;
}
void Logic::handleSpace( vector< SpaceObject * > * mv, Section * onscreen ) {
vector< SpaceObject * > Ammo;
for ( vector< SpaceObject * >::iterator it = mv->begin(); it != mv->end(); ) {
if ( *it == NULL ){
cerr << "Object = NULL. Skipping" << endl;
it = mv->erase( it );
continue;
}
(*it)->MoveMe( &Ammo, mv, onscreen );
// if ( (*it)->MoveMe( &Ammo, mv, onscreen, global_snd ) ) {
if ( outOfBounds( *it ) && (*it)->Destroyable() ){
SpaceObject * del = *it;
it = mv->erase( it );
delete del;
} else ++it;
}
vectorAdd( mv, &Ammo );
for ( vector< SpaceObject * >::iterator it = mv->begin(); it != mv->end(); ++it ){
(*it)->addSection( onscreen );
}
}
void Logic::vectorAdd( vector< SpaceObject * > * stable, vector< SpaceObject * > * state ) {
for ( vector< SpaceObject * >::iterator it = state->begin(); it != state->end(); it++ ){
stable->push_back( *it );
}
}
void Logic::clearCollide( vector< SpaceObject * > * contain ) {
for ( vector< SpaceObject * >::iterator it = contain->begin(); it != contain->end(); ++it ) {
(*it)->clearCollide();
}
}
void Logic::DeleteSpace( vector< SpaceObject *> * objs, Section * sec, const SpaceObject * _player, LevelCreator * level ) {
// extra vector to store special objects
vector< SpaceObject * > objs_special;
for ( vector< SpaceObject * >::iterator it = objs->begin(); it != objs->end(); ) {
if ( (*it)->getLife() <= 0 && (*it)->Destroyable() ){
/* If object can become a powerup, it may in fact do so
* Can only become a powerup if it was the last in its group
* which is known when group->size() is 1.
*/
if ( (*it)->powerUp() ) {
if ( (*it)->getGroup() != NULL ) {
if ( (*it)->getGroup()->size() == 1 ){
if ( Util::rnd(3) ) {
int x = (*it)->getX();
int y = (*it)->getY();
// The following line used to cuase a bug
// objs->push_back( level->special(x,y,_player) );
objs_special.push_back( level->special(x,y,_player) );
}
}
}
}
SpaceObject * del = *it;
it = objs->erase( it );
delete del;
} else ++it;
}
vectorAdd( objs, &objs_special );
}
void Logic::checkCollision( Section * fight, SpaceObject * take, int sound, int vol ) {
/* Reset section lists. Look at section.cpp to see why this is important */
fight->reset();
vector< SpaceObject * > * fight_space = fight->getNext();
int total = 0;
while ( fight_space != NULL ) {
// Loop through bad objects next
for ( vector< SpaceObject * >::iterator fight_it = fight_space->begin(); fight_it != fight_space->end(); fight_it++ ) {
for ( vector< SpaceObject * >::iterator good_it = fight_it+1; good_it != fight_space->end(); good_it++){
SpaceObject * g_use = *good_it;
SpaceObject * f_use = *fight_it;
// First test to see if badobject life is less than 0
// and if good object has already collided with bad object
++total;
/*
cout << "F: " << f_use << " G: " << g_use << endl;
cout << "F-hit: " << f_use->CanbeHit( g_use ) << " G-hit: " << g_use->CanbeHit( f_use ) << endl;
*/
if ( (f_use->CanbeHit(g_use) || g_use->CanbeHit(f_use)) && f_use->getLife() > 0 && !g_use->haveCollide( f_use ) ){
if ( g_use->Collide( f_use ) || f_use->Collide( g_use ) ) {
// Util::play_sound( Util::global_snd, sound, vol );
Util::playSound( sound, vol );
float fhurt = f_use->Hurt();
float ghurt = g_use->Hurt();
if ( g_use->Damage( fhurt ) )
g_use->Died( take, expl, MAX_EXPL );
if ( f_use->Damage( ghurt ) )
f_use->Died( take, expl, MAX_EXPL );
// Let both objects know they collided with something
g_use->Collided( f_use, expl, MAX_EXPL );
f_use->Collided( g_use, expl, MAX_EXPL );
g_use->addCollide( f_use );
f_use->addCollide( g_use );
//g_use->addCollide( f_use );
//f_use->addCollide( g_use );
}
}//if
} //for fight
} //for good
fight_space = fight->getNext();
} //while
}
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