Helicopter.m

/*
     File: Helicopter.m
 Abstract: One of the interesting subclasses of GamePiece, implementing the helicopter
  Version: 1.0
 
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#import "Helicopter.h"
#import "Bullet.h"
#import "HelicopterExplosion.h"
#import "Game.h"
 
 
@implementation Helicopter
- (NSInteger)pieceType {
    return FriendlyPiece;
}
 
- (id)initInGame:(Game *)g {
    if (!(self = [self initInGame:g imageName:@"helicopter" numFrames:4])) return nil;
    return self;
}
 
- (void)startFiring {
    fireRequested = YES;
}
 
- (void)stopFiring {
    if (fireRequested) {
    nextFireTime = [Game minInt:nextFireTime :[game updateTime] + TIMETORECHARGE / 4];
    fireRequested = NO;
    }
}
 
- (BOOL)fireRequested {
    return fireRequested;
}
 
- (void)setVelocity:(NSSize)newVelocity {
    NSSize newVel = NSMakeSize([Game maxFloat:0.0 :[Game minFloat:MAXVELX :newVelocity.width]], [Game restrictValue:newVelocity.height toPlusOrMinus:MAXVELY]);
    if ((newVel.height > 0.0 && vel.height > 0.0 && newVel.height < vel.height && newVel.height < ZEROVELTHRESHOLD) ||
    (newVel.height < 0.0 && vel.height < 0.0 && newVel.height > vel.height && newVel.height > -ZEROVELTHRESHOLD)) {
    newVel.height = 0.0;
    }
    if (newVel.width < vel.width && newVel.width < ZEROVELTHRESHOLD) {
        newVel.width = 0.0;
    }
    [super setVelocity:newVel];
}
 
- (void)setCommand:(NSInteger)cmd {
    command = cmd;
}
 
- (NSSize)acceleration {
    CGFloat dw = 0.0, dh = 0.0;
    switch (command) {
        case StopCommand:       dw = -7 * vel.width; dh = -7 * vel.height; break;
        case GoDownLeftCommand: dw = dh = -HELICOPTERACCVALUE; break;
        case GoDownCommand: dh = -HELICOPTERACCVALUE; break;
        case GoDownRightCommand:    dw = HELICOPTERACCVALUE; dh = -HELICOPTERACCVALUE; break;
        case GoLeftCommand: dw = -HELICOPTERACCVALUE; break;
        case GoRightCommand:    dw = HELICOPTERACCVALUE; break;
        case GoUpLeftCommand:   dw = -HELICOPTERACCVALUE; dh = HELICOPTERACCVALUE; break;
        case GoUpCommand:       dh = HELICOPTERACCVALUE; break;
        case GoUpRightCommand:  dw = HELICOPTERACCVALUE; dh = HELICOPTERACCVALUE; break;
        default:            break;
    }
    return NSMakeSize(acc.width + dw, acc.height + dh);
}
 
- (void)updatePiece {
    if ([self fireRequested] && [game updateTime] > nextFireTime) {
        GamePiece *bullet = [[Bullet alloc] initInGame:game];
        [game playFriendlyFireSound];
        [bullet setVelocity:NSMakeSize(vel.width + BULLETVEL, vel.height)];
        [bullet setLocation:NSMakePoint(NSMaxX(pos) - 8, pos.origin.y)];
    [game addGamePiece:bullet];
    nextFireTime = [game updateTime] + TIMETORECHARGE;
    }
    [super updatePiece];
}
 
- (void)playExplosionSound {
    [game playLoudExplosionSound];
}
 
- (void)explode {
    GamePiece *explosion = [[HelicopterExplosion alloc] initInGame:game];
    [game setFocusObject:explosion];
    [self explode:explosion];
}
 
// Touch rects for the helicopter pointing right.
 
#define NUMHELICOPTERRECTS 5
 
static NSRect helicopterRects[NUMHELICOPTERRECTS] = {
    {{27, 0}, {18, 11}},    // Bottom
    {{0, 8}, {4, 11}},      // Tail
    {{0, 16}, {50, 1}},
    {{22, 5}, {18, 12}},    // Body
    {{0, 10}, {42, 3}}
};
 
- (BOOL)touches:(GamePiece *)obj {
    if (![super touches:obj]) return NO;    // Easy case 
    NSInteger cnt;
    for (cnt = 0; cnt < NUMHELICOPTERRECTS; cnt++) {
        NSRect rect = helicopterRects[cnt];
        if ([obj touchesRect:NSMakeRect(rect.origin.x + pos.origin.x, rect.origin.y + pos.origin.y, rect.size.width, rect.size.height)]) return YES;
    }
    return NO;
}
 
- (BOOL)touchesRect:(NSRect)r {
    if (![super touchesRect:r]) return NO;  // Easy case
    NSInteger cnt;
    for (cnt = 0; cnt < NUMHELICOPTERRECTS; cnt++) {
        NSRect rect = helicopterRects[cnt];
        if ([GamePiece intersectsRects:r :NSMakeRect(rect.origin.x + pos.origin.x, rect.origin.y + pos.origin.y, rect.size.width, rect.size.height)]) return YES;
    }
    return NO;
}
@end