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Explosion.cpp
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Explosion.cpp
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#include "Explosion.hpp"
Explosion::Explosion()
: AObject(0, 0, 0, 0, 0, 0)
{
_delay = 5;
_path = "./img/explosion.tga";
setState(AObject::UNDEFINED);
}
Explosion::Explosion(int Px, int Py, int Pz, int Rx, int Ry, int Rz)
: AObject(Px, Py, Pz, Rx, Ry ,Rz)
{
_delay = 5;
_path = "./img/explosion.tga";
setState(AObject::UNDEFINED);
}
bool Explosion::initialize()
{
_speed = 10.0f;
if (_texture.load(_path) == false)
return (false);
// back side
_geometry.pushVertex(glm::vec3(0.5, -0.5, 0.5));
_geometry.pushVertex(glm::vec3(0.5, 0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, -0.5, 0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
// front side
_geometry.pushVertex(glm::vec3(0.5, -0.5, -0.5));
_geometry.pushVertex(glm::vec3(0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(-0.5, -0.5, -0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
// left side
_geometry.pushVertex(glm::vec3(0.5, -0.5, -0.5));
_geometry.pushVertex(glm::vec3(0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(0.5, 0.5, 0.5));
_geometry.pushVertex(glm::vec3(0.5, -0.5, 0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
// right side
_geometry.pushVertex(glm::vec3(-0.5, -0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(-0.5, -0.5, -0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
// up side
_geometry.pushVertex(glm::vec3(0.5, 0.5, 0.5));
_geometry.pushVertex(glm::vec3(0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, -0.5));
_geometry.pushVertex(glm::vec3(-0.5, 0.5, 0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
// down side
_geometry.pushVertex(glm::vec3(0.5, -0.5, -0.5));
_geometry.pushVertex(glm::vec3(0.5, -0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, -0.5, 0.5));
_geometry.pushVertex(glm::vec3(-0.5, -0.5, -0.5));
_geometry.pushUv(glm::vec2(0.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 0.0f));
_geometry.pushUv(glm::vec2(1.0f, 1.0f));
_geometry.pushUv(glm::vec2(0.0f, 1.0f));
_geometry.build();
return (true);
}
void Explosion::impact(GameMap &map, int pow)
{
int xpos = getPosX();
int zpos = getPosZ();
int i;
// right
map.setTypeAtPos(xpos, zpos, 7);
for (i = 1; i < pow; ++i)
{
if (map.getCoordType(zpos, xpos + i) == 1)
break;
else if (map.getCoordType(zpos, xpos + i) == 4)
{
map.setRandomBonusAtPos(xpos + i, zpos);
break;
}
map.setTypeAtPos(xpos +i, zpos, 7);
}
// up
for (i = -1; i > -pow; --i)
{
if (map.getCoordType(zpos, xpos + i) == 1)
break;
else if (map.getCoordType(zpos, xpos + i) == 4)
{
map.setRandomBonusAtPos(xpos + i, zpos);
break;
}
map.setTypeAtPos(xpos + i, zpos, 7);
}
// up
for (i = 1; i < pow; ++i)
{
if (map.getCoordType(zpos + i, xpos) == 1)
break;
else if (map.getCoordType(zpos + i, xpos) == 4)
{
map.setRandomBonusAtPos(xpos, zpos + i);
break;
}
map.setTypeAtPos(xpos, zpos + i, 7);
}
// down
for (i = -1; i > -pow; --i)
{
if (map.getCoordType(zpos + i, xpos) == 1)
break;
else if (map.getCoordType(zpos + i, xpos) == 4)
{
map.setRandomBonusAtPos(xpos, zpos + i);
break;
}
map.setTypeAtPos(xpos, zpos + i, 7);
}
}
void Explosion::toRenew(GameMap &map, int pow)
{
int xpos = getPosX();
int zpos = getPosZ();
int i;
// right
if (map.getCoordType(zpos, xpos) == 7 || map.getCoordType(zpos, xpos) == 0)
map.setTypeAtPos(xpos, zpos, 7);
for (i = 1; i < pow; ++i)
if (map.getCoordType(zpos, xpos + i) == 7 ||
map.getCoordType(zpos, xpos + i) == 0)
map.setTypeAtPos(xpos + i, zpos, 7);
else
break;
//left
for (i = -1; i > -pow; --i)
{
if (map.getCoordType(zpos, xpos + i) == 7 ||
map.getCoordType(zpos, xpos + i) == 0)
map.setTypeAtPos(xpos + i, zpos, 7);
else
break;
}
// up
for (i = 1; i < pow; ++i)
{
if (map.getCoordType(zpos + i, xpos) == 7 ||
map.getCoordType(zpos + i, xpos) == 0)
map.setTypeAtPos(xpos, zpos + i, 7);
else
break;
}
// down
for (i = -1; i > -pow; --i)
{
if (map.getCoordType(zpos + i, xpos) == 7 ||
map.getCoordType(zpos + i, xpos) == 0)
map.setTypeAtPos(xpos, zpos + i, 7);
else
break;
}
}
char Explosion::getLetter() const
{
return _letter;
}
void Explosion::clearExplosion(GameMap &map, int pow)
{
int xpos = getPosX();
int zpos = getPosZ();
int i;
// right
if (map.getCoordType(zpos, xpos) == 7)
map.setTypeAtPos(xpos, zpos, 0);
for (i = 1; i < pow; ++i)
if (map.getCoordType(zpos, xpos + i) == 7)
map.setTypeAtPos(xpos + i, zpos, 0);
// left
for (i = -1; i > -pow; --i)
{
if (map.getCoordType(zpos, xpos + i) == 7)
map.setTypeAtPos(xpos + i, zpos, 0);
}
// up
for (i = 1; i < pow; ++i)
{
if (map.getCoordType(zpos + i, xpos) == 7)
map.setTypeAtPos(xpos, zpos + i, 0);
}
// down
for (i = -1; i > -pow; --i)
{
if (map.getCoordType(zpos + i, xpos) == 7)
map.setTypeAtPos(xpos, zpos + i, 0);
}
}
void Explosion::update(gdl::Clock const &clock, gdl::Input &input,
std::deque<Bomb *> & objects)
{
static_cast<void>(clock);
static_cast<void>(input);
static_cast<void>(objects);
}
void Explosion::draw(gdl::AShader &shader, gdl::Clock const &clock)
{
static_cast<void>(clock);
_texture.bind();
_geometry.draw(shader, getTransformation(), GL_QUADS);
}