#include "towers.h" #include Towers::Towers(Game_Data *gd, QObject *parent) : QObject(parent) { gameData = gd; } bool Towers::addTower(int playerId, int srcId, QPoint pos) { //QByteArray ar; //ar << pos; if (playerId < 0 || playerId >= gameData->players.size()) { qCritical("ERROR out of players range"); return false; } if (srcId < 0 || srcId >= gameData->players.at(playerId)->srcTowers.size()) { qCritical("ERROR out of towers range"); return false; } TowerType tw; tw.src = srcId; tw.imgType = gameData->players.at(playerId)->srcTowers.at(srcId).imgType; tw.PlayerId = playerId; tw.angle = 0; tw.build = 0; tw.reload = 0; tw.aim = -1; //tw .oldAim = -1; if (gameData->map->addTowerOnMap(playerId,pos)) { tw.pos = pos; gameData->map->printMap(); gameData->curTowers.insert(tw.pos,tw); return true; } return false; } void Towers::delTower(QPoint pos) { gameData->curTowers.remove(pos); } void Towers::update() { for (QHash::iterator i = gameData->curTowers.begin(); i != gameData->curTowers.end(); ++i) { srcTowerType stw = gameData->players.at((*i).PlayerId)->srcTowers.at((*i).src); if ((*i).build < stw.buildTime) { (*i).build++; } else { if (gameData->players.at((*i).PlayerId)->selectAlienId > 0) { AlienType al = gameData->curAliens.value(gameData->players.at((*i).PlayerId)->selectAlienId); float dist = (al.pos.x() - (*i).pos.x())*(al.pos.x() - (*i).pos.x()) + (al.pos.y() - (*i).pos.y())*(al.pos.y() - (*i).pos.y()); if (dist < stw.radius) (*i).aim = al.id; } if ((*i).aim < 0) { for (QHash::iterator j = gameData->curAliens.begin(); j != gameData->curAliens.end(); ++j) { float dist = ((*j).pos.x() - (*i).pos.x())*((*j).pos.x() - (*i).pos.x()) + ((*j).pos.y() - (*i).pos.y())*((*j).pos.y() - (*i).pos.y()); if (dist < stw.radius) (*i).aim = (*j).id; else (*i).aim = -1; } } // TODO: rotate tower to aim if ((*i).reload < stw.reload) (*i).reload++; else { if ((*i).aim > 0) emit shot(stw.splashes.at(0), 0, (*i)); } } } }