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#ifndef _SpaceObject_h_
#define _SpaceObject_h_
#include <vector>
#include "bitmap.h"
using namespace std;
class WeaponObject;
class ExplosionClass;
class Section;
class ECollide;
class Engine;
class Group;
class Vector;
class HullObject;
class SpaceObject{
public:
SpaceObject( int startX, int startY, double velocityX, double velocityY, HullObject * mhull, Group * _group, int plane, int alignment );
// copy constructor, but should never be run.
SpaceObject( const SpaceObject & s );
//Hitme: calls hull->Inside( x, y, ax, ay )
virtual bool HitMe( int ax, int ay );
//Collide: determines if have collided with another object
virtual bool Collide( SpaceObject * check);
//Damage: decreases life returns true if 0 or less
virtual bool Damage( double much );
//Hurt: returns amount of damage object does when colliding with
//another object
virtual double Hurt();
//Draw: if plane == g then draw self
virtual void Draw( const Bitmap & less, ExplosionClass ** _expl, int MAX_EXPLR, int g, int offset )const;
//Shadow: draw a shadow the same way as the Draw() method
virtual void Shadow( const Bitmap & less, int g, int offset ) const;
// returns true if this object can be destroyed in the universe
// basically only playerobj cannot be destroyed
virtual bool Destroyable() const;
//PowerUp: determines whether or not ship should turn into a powerup or money
virtual bool powerUp();
//GiveHull: replace old hull with hnew
virtual void giveHull( HullObject * hnew );
// push the coordinates onto mini-stack
virtual void savePosition();
// pop the coordinates from the mini-stack
virtual void restorePosition();
// true for powerups
virtual bool isSpecial() const;
// true for ships that can get powerups
virtual bool acceptSpecial() const;
virtual Group * getGroup();
// ammo - array of pointers to bullets
// fight - array of pointers to ships
virtual void MoveMe( vector< SpaceObject * > * Ammo, const vector< SpaceObject * > * fight, Section * onscreen );
/* the absolute last method called on this object.
* gives this object a chance to spawn new objects
*/
virtual void destroy( vector< SpaceObject * > * objects );
//process: changes check according to death of object
virtual void Died(SpaceObject * check,ExplosionClass ** explr, int ME );
//process: increments objects score
virtual void IncScore( int j );
//returns hull->drawlevel
virtual int lookPlane() const;
//process: returns whether or not object can be hit
virtual bool CanbeHit( const SpaceObject * ht ) const;
//forces object to have no group
virtual void Independent();
//gives the hull a weapon at slot num
virtual void giveWeapon( WeaponObject * weap, int num );
virtual void eraseWeapon( int num );
virtual bool hullCollide( ECollide * col, int x, int y );
virtual void Collided( SpaceObject * who, ExplosionClass ** explr, int M_EX );
//adds an object to the collide list
virtual void addCollide( SpaceObject * who );
//check to see if the object is in the collide list
virtual bool haveCollide( const SpaceObject * who );
//clears the collide list
virtual void clearCollide();
//destructor
virtual ~SpaceObject();
//returns an exact copy of this object
virtual SpaceObject * copy();
//draws self on the radar
virtual void Radar( const Bitmap & rad ) const;
virtual inline void setX( int x ){
actualx = x;
virtualx = x;
}
virtual inline void setY( int y ){
actualy = y;
virtualy = y;
}
virtual inline void setX( double x ){
actualx = (int)x;
virtualx = x;
}
virtual inline void setY( double y ){
actualy = (int)y;
virtualy = y;
}
inline void setOffsetX( int x ){
offset_x = x;
}
inline void setOffsetY( int y ){
offset_y = y;
}
inline int getOffsetX(){
return offset_x;
}
inline int getOffsetY(){
return offset_y;
}
virtual void setDX( double x );
virtual void setDY( double y );
virtual void setAccelX( double x );
virtual void setAccelY( double y );
virtual void setScore( int s );
virtual void setStrength( int s );
virtual void setPlane( int p );
virtual void setAlignment( int a );
virtual HullObject * getHull() const;
//return dx and dy respectively
virtual double getDX();
virtual double getDY();
//return accelx and accely respectively
virtual double getAccelX();
virtual double getAccelY();
//returns alignment
virtual inline const int getTeam() const{
return alignment;
}
//process: returns hull->life
virtual int getMaxX();
virtual int getMaxY();
inline int getX() const{
return actualx + offset_x;
}
inline int getY() const{
return actualy + offset_y;
}
inline double getVX() const{
return virtualx;
}
inline double getVY() const{
return virtualy;
}
virtual inline int getScore() const{
return score;
}
virtual inline int getStrength(){
return str;
}
virtual inline int getPlane(){
return plane;
}
virtual inline int getAlignment(){
return alignment;
}
public:
// non-overridable methods
void addSection( Section * onscreen );
// applies dx, dy to coordinates
void MoveReal();
// returns life
double getLife() const;
// set virtualx, virtualy, actualx, actualy
void SetCoordXY( int ax, int ay );
private:
int actualx, actualy; // position in integer format
int old_x, old_y;
double virtualx, virtualy; // position in double format
double dx, dy; // velocity
double accel_x, accel_y; //acceleration
int save_ax, save_ay;
double save_vx, save_vy;
protected:
int score;
int str;
// offset_x and offset_y alter getX() and getY()
// a hack? maybe
int offset_x, offset_y;
int plane;
int alignment;
HullObject * hull;
Group * my_group;
protected:
vector< SpaceObject * > collide_list;
};
#endif
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