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dungeon-gunner/source/items/Weapon.cpp

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/*
* Weapon.cpp
*
* Created on: 12.08.2012
* Author: Felix
*/
#include "Weapon.h"
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#include <algorithm>
#include <thor/Vectors.hpp>
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#include "../World.h"
#include "../effects/Bullet.h"
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#include "../util/Yaml.h"
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const std::string Weapon::KEY_BULLET = "bullet";
const std::string Weapon::DEFAULT_BULLET = "bullet.yaml";
const std::string Weapon::KEY_INTERVAL = "interval";
const int Weapon::DEFAULT_INTERVAL = 250;
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const std::string Weapon::KEY_AUTOMATIC = "automatic";
const bool Weapon::DEFAULT_AUTOMATIC = false;
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Weapon::Weapon(World& world, Sprite& holder, const Yaml& config) :
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Emitter(world),
mHolder(holder),
mBullet(config.get(KEY_BULLET, DEFAULT_BULLET)),
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mLastShotWaitInterval(0),
mFireInterval(config.get(KEY_INTERVAL, DEFAULT_INTERVAL)),
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mFire(false),
mAutomatic(config.get(KEY_AUTOMATIC, DEFAULT_AUTOMATIC)) {
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sf::Vector2f holderSize = mHolder.getSize();
Yaml bullet(mBullet);
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sf::Vector2f bulletSize = bullet.get(Sprite::KEY_SIZE, sf::Vector2f());
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mOffset = sf::Vector2f(0,
std::max(holderSize.x, holderSize.y) / 2 +
std::max(bulletSize.x, bulletSize.y) / 2);
}
/**
* Pull the trigger.
*/
void
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Weapon::pullTrigger() {
mFire = true;
}
/**
* Release the trigger.
*/
void
Weapon::releaseTrigger() {
mFire = false;
}
/**
* Fire if the trigger has been pulled, time between bullets is over, has ammo etc.
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*
* @param elapsed Amount of time to simulate.
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*/
void
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Weapon::onThink(int elapsed) {
// Waiting for next shot, subtract time since last onThink.
if (mLastShotWaitInterval > 0) {
mLastShotWaitInterval -= elapsed;
}
// Only reset to zero if we didn't recently fire (allow catching up for missed bullets).
else {
mLastShotWaitInterval = 0;
}
// Loop just in case we miss a bullet to fire.
while (mFire && mLastShotWaitInterval <= 0) {
mLastShotWaitInterval += mFireInterval;
emit();
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if (!mAutomatic) {
mFire = false;
}
}
}
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std::shared_ptr<Sprite>
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Weapon::createParticle() {
// Minus to account for positive y-axis going downwards in SFML.
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sf::Vector2f offset(- mOffset);
thor::rotate(offset, mHolder.getAngle());
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return std::shared_ptr<Sprite>(new Bullet(mHolder.getPosition() + offset,
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mHolder, mHolder.getAngle(), Yaml(mBullet)));
}