| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188 |
- /*
- * This source file is part of libRocket, the HTML/CSS Interface Middleware
- *
- * For the latest information, see http://www.librocket.com
- *
- * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * of this software and associated documentation files (the "Software"), to deal
- * in the Software without restriction, including without limitation the rights
- * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- * copies of the Software, and to permit persons to whom the Software is
- * furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- * THE SOFTWARE.
- *
- */
- #include "Shield.h"
- #include <Rocket/Core/Math.h>
- #include <ShellOpenGL.h>
- #include "Game.h"
- #include "GameDetails.h"
- #include "Sprite.h"
- const int MAX_HEALTH = 4;
- Shield::Shield(Game* _game, ShieldType _type) : position(0,0)
- {
- game = _game;
- type = _type;
- health = MAX_HEALTH;
- InitialiseCells();
- }
- Shield::~Shield()
- {
- }
- void Shield::InitialiseCells()
- {
- if (type == REGULAR || type == TOP_LEFT || type == TOP_RIGHT)
- {
- for (int i = 0; i < NUM_SHIELD_CELLS; i++)
- {
- for (int j = 0; j < NUM_SHIELD_CELLS; j++)
- {
- shield_cells[i][j] = ON;
- }
- }
- // Take the bites out of the cells if they're a corner cell:
- if (type == TOP_LEFT)
- {
- for (int x = 0; x < NUM_SHIELD_CELLS - 1; x++)
- {
- for (int y = 0; y < (NUM_SHIELD_CELLS - 1) - x; y++)
- shield_cells[x][y] = OFF;
- }
- }
- else if (type == TOP_RIGHT)
- {
- for (int x = 0; x < NUM_SHIELD_CELLS - 1; x++)
- {
- for (int y = 0; y < (NUM_SHIELD_CELLS - 1) - x; y++)
- shield_cells[(NUM_SHIELD_CELLS - 1) - x][y] = OFF;
- }
- }
- }
- else
- {
- for (int i = 0; i < NUM_SHIELD_CELLS; i++)
- {
- for (int j = 0; j < NUM_SHIELD_CELLS; j++)
- {
- shield_cells[i][j] = OFF;
- }
- }
- if (type == BOTTOM_LEFT)
- {
- for (int x = 0; x < NUM_SHIELD_CELLS - 1; x++)
- {
- for (int y = 0; y < (NUM_SHIELD_CELLS - 1) - x; y++)
- shield_cells[(NUM_SHIELD_CELLS - 1) - x][y] = ON;
- }
- }
- else if (type == BOTTOM_RIGHT)
- {
- for (int x = 0; x < NUM_SHIELD_CELLS - 1; x++)
- {
- for (int y = 0; y < (NUM_SHIELD_CELLS - 1) - x; y++)
- shield_cells[x][y] = ON;
- }
- }
- }
- }
- void Shield::SetPosition(const Rocket::Core::Vector2f& _position)
- {
- position = _position;
- }
- const Rocket::Core::Vector2f& Shield::GetPosition() const
- {
- return position;
- }
- void Shield::Render()
- {
- if (health > 0)
- {
- glPointSize((GLfloat) PIXEL_SIZE);
- glDisable(GL_TEXTURE_2D);
- glColor4ubv(GameDetails::GetDefenderColour());
- glBegin(GL_POINTS);
- for (int i = 0; i < NUM_SHIELD_CELLS; i++)
- {
- for (int j = 0; j < NUM_SHIELD_CELLS; j++)
- {
- if (shield_cells[i][j] == ON)
- {
- Rocket::Core::Vector2f cell_position = position + Rocket::Core::Vector2f((float) (PIXEL_SIZE * i), (float) (PIXEL_SIZE * j));
- glVertex2f(cell_position.x, cell_position.y);
- }
- }
- }
- glEnd();
- glEnable(GL_TEXTURE_2D);
- }
- }
- bool Shield::CheckHit(const Rocket::Core::Vector2f& check_position)
- {
- float sprite_size = PIXEL_SIZE * NUM_SHIELD_CELLS;
- // If we're alive and the position is within our bounds, set ourselves
- // as exploding and return a valid hit
- if (health > 0
- && check_position.x >= position.x
- && check_position.x <= position.x + sprite_size
- && check_position.y >= position.y
- && check_position.y <= position.y + sprite_size)
- {
- // Take damage.
- SustainDamage();
- return true;
- }
- return false;
- }
- void Shield::SustainDamage()
- {
- health--;
- if (health > 0)
- {
- int num_shields_to_lose = (NUM_SHIELD_CELLS * NUM_SHIELD_CELLS) / MAX_HEALTH;
- while (num_shields_to_lose > 0)
- {
- int x = Rocket::Core::Math::RandomInteger(NUM_SHIELD_CELLS);
- int y = Rocket::Core::Math::RandomInteger(NUM_SHIELD_CELLS);
- if (shield_cells[x][y] != DESTROYED)
- {
- shield_cells[x][y] = DESTROYED;
- num_shields_to_lose--;
- }
- }
- }
- }
|