Files
aliendefender/towers.cpp

161 lines
5.1 KiB
C++

#include "towers.h"
#include <cmath>
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<int, AlienType>::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->setRotation(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)
{
// qDebug("del tower start");
// 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(pos))
{
// qDebug()<< "del tower contain" << pos;
// emit tower_killed(pos);
TowerType * t = &(gameData->curTowers[pos]);
gameData->map->delTowerOnMap(t->PlayerId,pos);
gameData->players[t->PlayerId]->money += t->src->cost/2;
scene->removeItem(t->item);
delete t->item;
gameData->curTowers.remove(pos);
}
// qDebug("del tower end");
}
void Towers::update()
{
for (QHash<QPoint, TowerType>::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+QPointF(0.5f,0.5f)) > 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+QPointF(0.5f,0.5f), i->pos) < rad2) i->aim = al.id;
}
if (i->aim < 0)
{
for (QHash<int, AlienType>::iterator j = gameData->aliens->curAliens.begin(); j != gameData->aliens->curAliens.end(); ++j)
{
float dist = distance2(i->pos, (*j).pos+QPointF(0.5f,0.5f));
if (dist < rad2) i->aim = (*j).id;
}
}
if (i->aim > 0)
{
float arctg = std::atan2(i->pos.x() - gameData->aliens->curAliens[i->aim].pos.x() - 0.5f, i->pos.y() - gameData->aliens->curAliens[i->aim].pos.y() - 0.5f);
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));
}
}
}
}
}
bool Towers::morphTower(QPoint id, int index)
{
if (!canMorph(id, index)) return false;
// tower_killed(id);
TowerType & t(gameData->curTowers[id]);
gameData->players[t.PlayerId]->money -= t.src->morphs[index].cost;
t.src = t.src->morphs[index].morph;
t.build = 0;
t.reload = 0;
t.isBilding = true;
scene->removeItem(t.item);
//delete t.item;
t.item = new ADItem(t.pos,t.src->image,QRectF(-cellSize,-cellSize,cellSize*2,cellSize*2));
t.item->setPos(t.pos * cellSize);
t.item->setRotation(t.angle);
t.item->setOpacity(0.5);
scene->addItem(t.item);
return true;
}