/*
* Copyright 2010-2016 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom 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 3 of the License, or
* (at your option) any later version.
*
* OpenXcom 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 OpenXcom. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Explosion.h"
namespace OpenXcom
{
const int Explosion::HIT_FRAMES = 4;
const int Explosion::EXPLODE_FRAMES = 8;
const int Explosion::BULLET_FRAMES = 10;
/**
* Sets up a Explosion sprite with the specified size and position.
* @param position Explosion center position in voxel x/y/z.
* @param startFrame A startframe - can be used to offset different explosions at different frames.
* @param big Flag to indicate it is a bullet hit (false), or a real explosion (true).
* @param hit True for melee and psi attacks.
*/
Explosion::Explosion(Position position, int startFrame, int frameDelay, bool big, bool hit) : _position(position), _currentFrame(startFrame), _startFrame(startFrame), _frameDelay(frameDelay), _big(big), _hit(hit)
{
}
/**
* Deletes the Explosion.
*/
Explosion::~Explosion()
{
}
/**
* Animates the explosion further.
* @return false If the animation is finished.
*/
bool Explosion::animate()
{
if (_frameDelay > 0)
{
_frameDelay--;
return true;
}
_currentFrame++;
if ((_hit && _currentFrame == _startFrame + HIT_FRAMES) ||
(_big && _currentFrame == _startFrame + EXPLODE_FRAMES) ||
(!_big && !_hit && _currentFrame == _startFrame + BULLET_FRAMES))
{
return false;
}
else
{
return true;
}
}
/**
* Gets the current position in voxel space.
* @return position in voxel space.
*/
Position Explosion::getPosition() const
{
return _position;
}
/**
* Gets the current frame in the animation.
* @return frame number.
*/
int Explosion::getCurrentFrame() const
{
if (_frameDelay > 0)
return -1;
return _currentFrame;
}
/**
* Returns flag to indicate if it is a bullet hit (false), or a real explosion (true).
* @return True if it is a real explosion, false if it is a bullet hit.
*/
bool Explosion::isBig() const
{
return _big;
}
/**
* Returns flag to indicate if it is a melee or psi hit.
* @return True if it is a melee hit or psi hit.
*/
bool Explosion::isHit() const
{
return _hit;
}
}
↑ V832 It's better to use '= default;' syntax instead of empty destructor body.