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#ifndef ENGINECORE_H
#define ENGINECORE_H
#include "util.h"
#include <SDL/SDL_rotozoom.h>
#include <SDL/SDL_mixer.h>
#include <fstream>
#include <list>
#include <algorithm>
using namespace std;
//a drawable object featering an image and a position
class DObject
{
protected:
SDL_Surface* image;
public:
double x;
double y;
DObject();
DObject(string filename, double newx, double newy);
DObject(SDL_Surface* newImage, double newx, double newy);
DObject(const DObject &o);
virtual ~DObject();
virtual void draw(SDL_Surface* screen);
};
bool ooB(const DObject* o, SDL_Surface* screen);
double armorF(double damage, double armor);
class Levelable
{
protected:
double exp;
int level;
public:
double next;
double lin;
double quad;
double cube;
Levelable();
int addExp(double moreExp);
int getLevel();
double getExp();
double* getExpPointer();
};
class Projectile: public DObject
{
public:
Projectile(SDL_Surface* newimage, double newx, double newy, double newdamage, double newcollisionsize, double newxSpeed, double newySpeed);
Projectile(const Projectile& P);
Projectile(string filename,vector<Mix_Chunk*>& sounds);
virtual ~Projectile(){};
double damage;
double armorPiercing;
double collisionSize;
double xSpeed;
double ySpeed;
void frame(double time);
void rotateAccordingly();
};
class Item: public DObject
{
public:
double cost;
bool sellable;
Item(const Item& item);
Item(const DObject& dObject);
Item(){};
SDL_Surface* getImage();
};
class Weapon: public Item
{
protected:
vector<double> startTimer;
vector<Projectile*> prototypes;
public:
bool playSound;
vector<vector<Mix_Chunk*> > sounds;
bool active;
string name;
double energyUsage;
vector<double> cooldown;
vector<double> currentTimer;
Weapon(const Weapon& w);
Weapon(string filename);
~Weapon();
vector<Projectile*> frame(double time);
void mirror();
double getDPS() const;
double getDPE() const;
};
class Upgradeable
{
protected:
double value;
public:
string name;
double cost;
int level;
int maxLevel;
void setValue(double nvalue);
double getValue() const;
Upgradeable();
Upgradeable(double d);
operator double() const;
Upgradeable& operator=(const double& d);
void upgrade();
void save(ofstream& o);
void load(ifstream& i);
};
ifstream& operator>>(ifstream& ins, Upgradeable& u);
class Ship: public DObject
{
public:
Ship(string filename,int x, int y);
Ship(){};
Ship(const Ship& s);
virtual ~Ship();
string name;
double hp;
Upgradeable maxhp;
Upgradeable armor;
Upgradeable moveSpeed;
double collisionSize;
vector<Weapon*> weapons;
vector<pair<int, int> > slotPositions;
int hit(const Projectile& P);
// void draw(SDL_Surface* screen);
virtual vector<Projectile*> frame(double time);
};
class EnemyShip: public Ship
{
public:
vector<pair<double, double> > path;
double gold;
double exp;
double score;
unsigned int current;
EnemyShip(const EnemyShip& s);
EnemyShip(string filename);
vector<Projectile*> frame(double time);
void assignValue();
};
class UserShip: public Ship
{
public:
SDL_Surface* getImage();
double cost;
double energy;
Upgradeable maxEnergy;
Upgradeable energyProduction;
Upgradeable handling;
double xSpeed;
double ySpeed;
int weaponSlots;
vector<double> maxSize;
int right;
int down;
int shooting;
UserShip(string filename);
void draw(SDL_Surface* screen);
vector<Upgradeable*> getUpgradeables();
void reset();
vector<Projectile*> frame(double time, SDL_Surface* screen);
};
double estimateValue(const Weapon& w);
double estimateValue(const UserShip& s);
#endif
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