#include "stdafx.h" #include "AbstractProjectileDispenseBehavior.h" #include "DispenserTile.h" #include "Projectile.h" #include "Level.h" #include "LevelEvent.h" #include "ItemInstance.h" shared_ptr AbstractProjectileDispenseBehavior::execute(BlockSource *source, shared_ptr dispensed, eOUTCOME &outcome) { Level *world = source->getWorld(); if ( world->countInstanceOf(eTYPE_PROJECTILE, false) >= Level::MAX_DISPENSABLE_PROJECTILES ) { return DefaultDispenseItemBehavior::execute(source, dispensed, outcome); } Position *position = DispenserTile::getDispensePosition(source); FacingEnum *facing = DispenserTile::getFacing(source->getData()); shared_ptr projectile = getProjectile(world, position); delete position; projectile->shoot(facing->getStepX(), facing->getStepY() + .1f, facing->getStepZ(), getPower(), getUncertainty()); world->addEntity(dynamic_pointer_cast(projectile)); dispensed->remove(1); return dispensed; } void AbstractProjectileDispenseBehavior::playSound(BlockSource *source, eOUTCOME outcome) { if (outcome != LEFT_ITEM) { source->getWorld()->levelEvent(LevelEvent::SOUND_LAUNCH, source->getBlockX(), source->getBlockY(), source->getBlockZ(), 0); } } float AbstractProjectileDispenseBehavior::getUncertainty() { return 6.0f; } float AbstractProjectileDispenseBehavior::getPower() { return 1.1f; }