#include "towers.h" #include Towers::Towers(Game_Data *gd, QObject *parent) : QObject(parent) { gameData = gd; } bool Towers::addTower(int playerId, int srcId, QPoint pos) { if (playerId < 0 || playerId >= gameData->players.size()) { qCritical("ERROR out of players range"); return false; } Player * p = gameData->players.at(playerId); if (srcId < 0 || srcId >= p->srcTowers.size()) { qCritical("ERROR out of towers range"); return false; } if (p->money < p->srcTowers.at(srcId).cost) { qDebug() << "not enought money!"; return false; } QRect alrec(pos,QSize(2,2)); for (QHash::iterator i = gameData->aliens->curAliens.begin(); i != gameData->aliens->curAliens.end(); ++i) if (alrec.contains(i->pos.toPoint())) return false; TowerType tw; tw.src = &(p->srcTowers[srcId]); tw.PlayerId = playerId; tw.angle = 0; tw.build = 0; tw.reload = 0; tw.aim = -1; tw.experience = 0; tw.isBilding = true; if (gameData->map->addTowerOnMap(playerId,pos)) { tw.pos = pos; tw.item = new ADItem(tw.pos,tw.src->image,QRectF(-cellSize,-cellSize,cellSize*2,cellSize*2)); tw.item->setPos(tw.pos * cellSize); tw.item->rotate(tw.angle); tw.item->setOpacity(0.5); scene->addItem(tw.item); gameData->curTowers.insert(tw.pos,tw); p->money -= tw.src->cost; return true; } return false; } void Towers::delTower(QPoint pos) { QPoint p; if (gameData->curTowers.contains(pos)) p = pos; if (gameData->curTowers.contains(pos+QPoint(1,0))) p = pos+QPoint(1,0); if (gameData->curTowers.contains(pos+QPoint(1,1))) p = pos+QPoint(1,1); if (gameData->curTowers.contains(pos+QPoint(0,1))) p = pos+QPoint(0,1); if (gameData->curTowers.contains(p)) { TowerType * t = &(gameData->curTowers[p]); gameData->map->delTowerOnMap(t->PlayerId,p); scene->removeItem(t->item); delete t->item; gameData->curTowers.remove(p); } } void Towers::update() { for (QHash::iterator i = gameData->curTowers.begin(); i != gameData->curTowers.end(); ++i) { if (i->isBilding) { if (i->build < i->src->buildTime) { i->build++; i->item->setBarValue((float)(i->build)/i->src->buildTime); } else { i->isBilding = false; i->item->hideBar(); i->item->setOpacity(1.0); } } else { float rad = i->src->radius; float rad2 = rad*rad; if (!(gameData->aliens->curAliens.contains(i->aim))) i->aim = -1; else { if (distance2(i->pos,gameData->aliens->curAliens.value(i->aim).pos) > rad2) i->aim = -1; } if (gameData->players.at(i->PlayerId)->selectAlienId > 0) { AlienType al = gameData->aliens->curAliens.value(gameData->players.at(i->PlayerId)->selectAlienId); if (distance2(al.pos, i->pos) < rad2) i->aim = al.id; } if (i->aim < 0) { for (QHash::iterator j = gameData->aliens->curAliens.begin(); j != gameData->aliens->curAliens.end(); ++j) { float dist = distance2(i->pos, (*j).pos); if (dist < rad2) i->aim = (*j).id; } } if (i->aim > 0) { float arctg = std::atan2(i->pos.x() - gameData->aliens->curAliens.value(i->aim).pos.x(),i->pos.y() - gameData->aliens->curAliens.value(i->aim).pos.y()); i->angle = 180.0f*(-arctg)/M_PI; i->item->setRotation(i->angle); } /// TODO: smooth rotate tower to aim if (i->reload < i->src->reload) i->reload++; else { if (i->aim > 0) { i->reload = 0; i->experience += i->src->expByShot; emit shot((*i)); } } } } }