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Laser.hpp
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Laser.hpp
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/*
* Laser.hpp
*
* Copyright 2015 Joaquín Monteagudo Gómez <kindos7@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
* MA 02110-1301, USA.
*
*
*/
/*
FDX_Fighter - Laser.hpp
Little spaceship game made with C++ and SFML
Laser shot implementation - header file
*/
/*
Version Nº nversion (dd/mm/yy, 29/04/2015 -> )
*/
/*
Preprocessor
*/
/*Header guard*/
#ifndef _FDX_LASER_H_
#define _FDX_LASER_H_
/* Includes */
//Physics resources
#include "Physics.hpp"
//SFML graphics
#include "SFML/Graphics.hpp"
//Teams
#include "Teams.hpp"
//STL lists
#include <list>
/* Defines */
/*Constants*/
/*Macros*/
namespace fdx { namespace fighter
{
/*
Class definitions
*/
//Laser configuration
class Laser_Model;
//Laser
class Laser;
//Energy bar
class Energy;
//Laser array
class Array_Laser;
//Target that will get hit
class Target;
/*
Function prototypes
*/
/*
Data types
*/
/* Typedefs */
/* Classes */
//Laser configuration
class Laser_Model
{
/*Default config*/
private:
//Default TTL
static constexpr long unsigned int DEF_TTL=1000000;//Default number of ticks that this laser will live before dissapearing
//Default laser model
static constexpr unsigned int DEF_DMG=10;//Default damage
static constexpr unsigned int DEF_CST=3;//Default laser cost
static constexpr float DEF_SPEED=1e-3;//Defaul speed
//Default drawing
static constexpr unsigned int DEF_QUAL=10;//Quality of the particle (sides of the fake circle)
static constexpr unsigned int DEF_SZ=5;//Size of the particle
/*Attributes*/
private:
//TTL
long unsigned int TTL;//Ticks that this laser will live before dissapearing
//Drawing
mutable sf::CircleShape circle;//Circle to be drawn
//Config
arrow::Vct::Mod s;//Speed of the laser
//Energy
unsigned int cst,dmg;//Cost to fire the laser and damage at reciving it
//Team of the laser
Team team;
/*Constructors, copy control*/
public:
//Complete constructor
Laser_Model(long unsigned int iTTL, unsigned int isz, unsigned int iqual, arrow::Vct::Mod is, unsigned int icst, int idmg, const Team& iteam)
:TTL(iTTL),circle(isz,iqual),s(is),cst(icst),dmg(idmg),team(iteam)
{
circle.setFillColor(teams.get_team_color(team));
circle.setOrigin(isz/2,isz/2);
}
//Default constructor
Laser_Model()
:Laser_Model(DEF_TTL,DEF_SZ,DEF_QUAL,DEF_SZ,DEF_CST,DEF_DMG,Team())
{}
/*Get/set*/
public:
long unsigned int get_TTL() const
{
return TTL;
}
arrow::Vct::Mod get_s() const
{
return s;
}
unsigned int get_cst() const
{
return cst;
}
unsigned int get_dmg() const
{
return dmg;
}
const Team& get_team() const
{
return team;
}
/*Laser methods*/
public:
//Laser factory
Laser create_laser (arrow::Vct::Mod dir, const arrow::Vct& ir) const;
//Draw the given laser
void draw(sf::RenderTarget& target, sf::RenderStates states, const Laser& l) const;
};
//Laser
class Laser : public sf::Drawable
{
/*Configuration*/
private:
const Laser_Model& lm;
/*Attributes*/
private:
//Speed of the laser
arrow::Vct v;
//Position of the laser
Pnt r;
//Time that this laser has been alive (updated when moving the laser)
long unsigned int talive=0;
//Laser is active
bool alive=true;
/*Constructors, copy control*/
public:
//Copy constructor
Laser(const Laser&) = default;
//Complete constructor
Laser(const arrow::Vct& iv, const arrow::Vct& ir, const Laser_Model& ilm)
:lm(ilm),v(iv),r(ir)
{}
//Laser model constructor
Laser(arrow::Vct::Mod dir,const arrow::Vct &ir, const Laser_Model& ilm)
:Laser(ilm.create_laser(dir,ir))
{}
//Assignment operator
Laser& operator= (const Laser &nl) = default;
/*Movement*/
public:
//Move the laser by its speed
void mov(unsigned int tick=1);
//Set and get
//Get the position
arrow::Vct get_r() const
{
return r.get_center();
}
/*Collision, damage*/
public:
//Time that will take to this laser to hit the circle (negative if the laser will miss)
arrow::Vct::Mod tth (const Crl &ic, arrow::Vct::Mod scale=1.0) const
{
return r.tth(ic,v*scale);
}
//Damage that this laser will do to the circle in the given time value. Set the dmg to zero at hit if specified, return true/false if hit/not hit
bool hit (Target& tar, unsigned int tick, bool zero_dmg);
//Check if the laser is active
bool active() const
{
return alive;
}
//Check the damage of this laser
int get_dmg() const
{
return lm.get_dmg();
}
/*Draw*/
public:
//Draw the particle
void draw(sf::RenderTarget& target, sf::RenderStates states) const
{
if (alive)
lm.draw(target,states,*this);
}
};
//Array of lasers
class Array_Laser : public sf::Drawable
{
/*Attributes*/
public:
//Array of lasers Lasers
std::list<Laser> lasers;
/*Constructors, copy control*/
public:
//Complete constructor
Array_Laser ()
:lasers()
{}
/*Draw*/
public:
//Draw the laser
void draw(sf::RenderTarget& target, sf::RenderStates states) const;
/*Array management*/
public:
//Insert a laser using the laser model
void insert_laser(const Laser_Model &nmodel, arrow::Vct &nr, const arrow::Vct &ndir)
{
lasers.emplace_back(ndir.angle(),nr,nmodel);
}
//Insert a given laser
void insert_laser(const Laser &nlaser)
{
lasers.push_back(nlaser);
}
//Delete used lasers
void delete_laser();
/*Movement*/
public:
//Move the lasers the given time in microseconds
void mov(unsigned int tick=1);
/*Collision*/
public:
//Damage that this laser will do to the circle in the given time value. Set the dmg to zero at hit if specified
int hit (Target &it, unsigned int tick, bool zero_dmg);
};
//Energy bar
class Energy
{
/*Default values*/
public:
static constexpr unsigned int DEF_MAX=100u;//Default maximum value
private:
static constexpr int VALUE_AT_ZERO=0;//When the bar reaches zero after a decrease, this value will substitute the old value
static constexpr int VALUE_WHEN_DEAD=-1;//Value the bar will get when it's dead
/*Attributes*/
private:
//Values
unsigned int max_value;//Maximum value
int value;//Current value
/*Constructors, copy control*/
public:
//Complete constructor
Energy(unsigned int nmax_value, int nvalue)
:max_value(nmax_value),value(nvalue>static_cast<int>(nmax_value)?nmax_value:nvalue)
{}
//Full bar constructor
Energy(unsigned int nmax_value)
:Energy(nmax_value,static_cast<int>(nmax_value))
{}
//Default constructor
Energy()
:Energy(DEF_MAX)
{}
//Porcentage complete constructor
Energy(unsigned int nmax_value, float p)
:Energy(nmax_value,static_cast<int>(nmax_value*p))
{}
//Porcentage default constructor
Energy(float p)
:Energy(DEF_MAX,p)
{}
//Copy constructor
Energy(const Energy &ne)
:Energy(ne.max_value,ne.value)
{}
//Assignment operator
Energy& operator= (const Energy& ne)
{
max_value=ne.max_value;
value=ne.value;
return *this;
}
/*Alive/dead*/
public:
//Check if the bar is alive
bool alive() const
{
return value>=0;
}
//Check if the bar is full
bool full() const
{
return value==static_cast<int>(max_value);
}
//Revive
//Revive the bar if it's dead (at the given value)
void revive(int nvalue)
{
if (!alive())
value=nvalue;
}
//Revive the bar (at full health)
void revive()
{
revive(max_value);
}
//Fill the bar
void fill_bar()
{
value=max_value;
}
//Empty the bar
void empty_bar()
{
value=0;
}
/*Get*/
public:
//Get the value
int get_value() const
{
return value;
}
//Get the percentage
float get_perc() const
{
return alive()?(static_cast<float>(value)/max_value):(0.0f);
}
//Get the max. value
unsigned int get_max_value() const
{
return max_value;
}
/*Set*/
private:
//Check if the value is adequate
void chk_value();
public:
//Set the value
void set_value(int nvalue)
{
if (alive())
{
value=nvalue;
chk_value();
}
}
//Set the percentage
void set_perc(float nperc)
{
set_value(max_value*nperc);
}
//Set the max. value
void set_max_value(unsigned int nmax_value)
{
max_value=nmax_value;
}
//Add
public:
//Add value
void add_value(int nadd)
{
set_value(get_value()+nadd);
}
//Add percentage
void add_perc(float nadd_perc)
{
add_value(get_value()*nadd_perc);
}
//Safe add: if the bar overflows, return how much of it was not needed to full the bar
public:
//Value necessary to fill the bar
unsigned int need_fill() const
{
return get_max_value()-get_value();
}
//Safe add value
unsigned int safe_add_value (int nsadd);
//Safe add percentage
float safe_add_perc (float nsadd_perc)
{
return static_cast<float>(safe_add_value(nsadd_perc*get_max_value()))/get_max_value();
}
};
//Target that will get hit
class Target
{
/*Constructors, copy control*/
protected:
//Virtual destructor to be inherited
virtual ~Target()
{}
/*Methods to implement*/
public:
//Add damage to the target
virtual void dmg(int d) = 0;
//Return the shape
virtual const Crl& crl() const = 0;
//Return the team
virtual Team team() const = 0;
//Check if this target is alive
virtual bool alive() const = 0;
};
}}//End of namespace
//End of library
#endif