Danbias/GameLogic/EffectCarrier.cpp

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2013-10-23 00:09:17 +02:00
#include "EffectCarrier.h"
#include "GameLUA.h"
#include "Bullet.h"
#include "Event.h"
#include "Session.h"
using namespace ::GameLogic;
using ::std::vector;
// STATIC FACTORIES /////////////////////////////////////////////////
EffectCarrier * EffectCarrier::createBullet( Player *owner, Weapon::Type weapon, const Float3 &origin, const Float3 &normalizedDirection, const Float &speed, const Float &lifeTime, const ::std::string &modelRef )
{
class Bullet *carrier = new class Bullet( owner, origin, normalizedDirection, speed, weapon, lifeTime );
// TODO have a modelID lib to ask
carrier->setModelID( 10240 );
Event::BulletCreated *bulletEvent = new Event::BulletCreated(owner->getPlayerID(), origin, normalizedDirection);
owner->getSession()->addEvent(bulletEvent);
return carrier;
}
// INSTANCE /////////////////////////////////////////////////////////
EffectCarrier::Collector::Collector( int capacity ) : hitObjects(), hitPosW()
{
if( capacity > 0 )
{
this->hitObjects.reserve( capacity );
this->hitPosW.reserve( capacity );
}
}
EffectCarrier::Collector::~Collector( ) {}
void EffectCarrier::Collector::action( Object *hitObject )
{
this->hitObjects.push_back( hitObject );
this->hitPosW.push_back( hitObject->getOrientation().v[3].xyz );
}
EffectCarrier::EffectCarrier( Object *_owner, Weapon::Type _weapon ) : weapon(_weapon), state(Deployed), owner(_owner) {}
EffectCarrier::EffectCarrier( const EffectCarrier &carrier ) : weapon(carrier.weapon), state(carrier.state), owner(carrier.owner) {}
EffectCarrier::~EffectCarrier( ) { }
EffectCarrier & EffectCarrier::operator = ( const EffectCarrier & carrier )
{
this->weapon = carrier.weapon;
this->state = carrier.state;
this->owner = carrier.owner;
return *this;
}
void EffectCarrier::setState( const State &state )
{ this->state = state; }
void EffectCarrier::setWeaponType( Weapon::Type weapon )
{ this->weapon = weapon; }
Object * EffectCarrier::accessOwner( ) const
{ return this->owner; }
EffectCarrier::State EffectCarrier::onHit( const vector<Object*> &targets, const vector<Float3> &hitPosW )
{
GameLUA::executeOnHitScript( this->weapon, this, targets, hitPosW );
return this->state;
}