/* * Bullet.cpp * * Created on: 12.08.2012 * Author: Felix */ #include "Bullet.h" #include #include "../abstract/Character.h" #include "../util/Yaml.h" /** * Places a bullet in the world. * * @param position World position of the bullet. * @param world Box2d world. * @param texture Texture to display for bullet. */ Bullet::Bullet(const sf::Vector2f& position, Character& shooter, sf::Vector2f direction, const Yaml& config, float speed, float damage, float maxRange) : Circle(position, CATEGORY_PARTICLE, ~CATEGORY_PARTICLE, config, thor::rotatedVector(direction, -90.0f)), mShooter(shooter), mDamage(damage), mSpeed(speed), mMaxRangeSquared((maxRange == 0) ? std::numeric_limits::max() : maxRange * maxRange), mStartPoint(getPosition()) { setSpeed(thor::rotatedVector(direction, -90.0f), mSpeed); } /** * Deletes this and calls onDamage if other is a character. Does not * damage shooter. */ void Bullet::onCollide(std::shared_ptr other) { if (thor::squaredLength(getPosition() - mStartPoint) >= mMaxRangeSquared) { setDelete(true); return; } // Make sure we do not damage twice. if (!getDelete() && (&*other != &mShooter)) { if (other->getCategory() == CATEGORY_ACTOR) { std::shared_ptr character = std::static_pointer_cast(other); character->onDamage(mDamage); } setDelete(true); } }