/*
* Flotsam.cs
* Authors: August Zinsser, Adam Nabinger
* Copyright (c) 2007-2008 Cornell University
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
using System;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Random=Util.Random;
namespace MaritimeDefender
{
///
/// The items that the friendly ships in Meteor Madness throw to the player
/// They upgrade the player's weapon and grant him/her a resource when the player's ship collides with this
///
class Flotsam : UFO
{
#region Fields
// The resource to pick up
private readonly Pickup mResource;
// The amount of the resource to be collected
private int mValue;
// Reference to the current Maritime Defender game screen
private readonly MaritimeDefender m_Game;
#endregion
#region Predicate
///
/// Let's the game know when the collectable can be disposed of
///
public static readonly Predicate Destroyed = delegate(Flotsam o)
{
return !o.mAlive;
};
#endregion
#region Creation
///
/// Constructor
///
/// Type of resource to award the player for collecting this powerup
/// Amount of that resource to award
/// Path name of texture to use for the collectable
/// The width of the collectable
/// The height of the collectable
/// The layer depth of the collectable
/// Reference to the currenct Maritime Defender game screen
public Flotsam(Pickup resourceType, int value, string texturePath, float width, float height, float depth, MaritimeDefender p_Game)
: base(texturePath, width, height, depth, 10)
{
mResource = resourceType;
mValue = value;
// Add a bit of rotation for aesthetics
mAngVel = Random.NextFloat(-5f, 5f);
mRot = Random.NextFloat(MathHelper.TwoPi);
m_Game = p_Game;
}
#endregion
#region Update
///
/// Updates the collectable
///
/// Time passed in game
/// The player ship to react with
public void Update(GameTime gameTime, Entity playerShip)
{
base.Update(gameTime);
if (mResource == Pickup.Credits)
{
// Home in on the player
Vector3 oldTraj = mVel;
float speed = Math.Max(mVel.Length(), (m_Game.ShooterSpeed * 10f));
float correctionFactor = 1 - Math.Min(.925f, mPos.Z);
Vector3 correctiveTraj;
if (playerShip != null)
{
correctiveTraj = playerShip.Position - mPos;
}
else
{
correctiveTraj = mPos;
}
correctiveTraj.Normalize();
correctiveTraj = Vector3.Multiply(correctiveTraj, correctionFactor);
oldTraj.Normalize();
oldTraj = Vector3.Multiply(oldTraj, 1 - correctionFactor);
mVel = correctiveTraj + oldTraj;
mVel = Vector3.Multiply(mVel, speed);
}
}
#endregion
#region Collision
///
/// Awards the appropriate resources and upgrades the players' weapons
///
/// The player to be awarded from picking up the collectable
public override void CollideWithPlayer(Entity player)
{
int screenCenterX = m_Game.GraphicsDevice.Viewport.Width >> 1;
int screenCenterY = m_Game.GraphicsDevice.Viewport.Height >> 1;
Rectangle proj = Space3D.Project(player.X, player.Y, player.Z, this.Width, this.Height);
mAlive = false;
m_Game.Log(EventCode.MD_ShooterPlayerCollectibleCollision, EventCode.MD_ShooterPlayerCollectibleCollision.ToString() + " Collectible=" + mResource.ToString());
// Gather the resource
// TODO: Scoring?
//m_Game.Score.Gather(mResource, mValue);
if (mResource == Pickup.Weapon && player is CheetahFighter)
{
((CheetahFighter)player).UpgradeWeapon();
}
if (m_Game.DisplayWaitTimer < 0)
{
StringBuilder text = new StringBuilder("+");
text.Append(mResource);
m_Game.AddNewMessage(
text.ToString(),
null,
@"Fonts\dialogfont",
new Vector2(proj.X - screenCenterX, proj.Y - screenCenterY),
new Vector2(0, -50f),
(mResource == Pickup.Weapon ? Color.Aqua : Color.LimeGreen),
1f,
1f,
true);
m_Game.ResetDisplayWaitTimer();
}
}
#endregion
#region State Modifiers
///
/// Deals the specified amount of damage to this flotsam, potentially destroying it
///
/// Amount of damage to deal to this collectable
public override void GetHit(int damage)
{
mHitPoints -= damage;
if (mHitPoints < 0)
Destroy();
}
///
/// Flotsam does not react, so this method does nothing
///
/// The ship to react to
/// False always
public override bool React(CheetahFighter playerShip)
{
return false;
}
///
/// Destroys this collectable
///
public override void Destroy()
{
mAlive = false;
}
#endregion
}
}