69 lines
1.3 KiB
C++
69 lines
1.3 KiB
C++
#include "towers.h"
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Towers::Towers(Game_Data *gd, QObject *parent) :
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QObject(parent)
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{
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gameData = gd;
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}
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bool Towers::addTower(int playerId, int srcId, QPoint pos)
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{
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//QByteArray ar;
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//ar << pos;
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if (playerId < 0 || playerId >= gameData->players.size())
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{
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qCritical("ERROR out of players range");
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return false;
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}
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if (srcId < 0 || srcId >= gameData->players.at(playerId)->srcTowers.size())
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{
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qCritical("ERROR out of towers range");
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return false;
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}
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TowerType tw;
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tw.src = srcId;
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tw.imgType = gameData->players.at(playerId)->srcTowers.at(srcId).imgType;
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tw.PlayerId = playerId;
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tw.angle = 0;
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tw.build = 0;
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tw.reload = 0;
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tw.aim = -1;
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tw .oldAim = -1;
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if (gameData->map->addTowerOnMap(playerId,pos))
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{
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tw.pos = pos;
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gameData->map->printMap();
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gameData->curTowers.insert(tw.pos,tw);
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return true;
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}
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return false;
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}
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void Towers::delTower(QPoint pos)
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{
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gameData->curTowers.remove(pos);
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}
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void Towers::update()
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{
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for (int i=0; i<gameData->curTowers.size(); i++)
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{
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TowerType tw = gameData->curTowers.values().at(i);
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srcTowerType stw = gameData->players.at(tw.PlayerId)->srcTowers.at(tw.src);
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if (tw.build < stw.buildTime)
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{
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tw.build++;
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} else {
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// TODO: finding aim alien in this place
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if (tw.reload < stw.reload)
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{
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tw.reload++;
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} else {
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emit shot(stw.splashes.at(0), 0, tw);
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}
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}
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}
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}
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