Beispiel #1
0
/**
 * @brief Updates this state.
 */
void Hero::VictoryState::update() {

  State::update();

  if (System::now() >= end_victory_date) {
    get_map_script().event_hero_victory_sequence_finished();
  }
}
Beispiel #2
0
/**
 * @brief Activates this sensor.
 *
 * This function is called when the hero overlaps the sensor.
 *
 * @param hero the hero
 */
void Sensor::activate(Hero& hero) {

  if (!activated_by_hero) {

    activated_by_hero = true;

    switch (subtype) {

      case CUSTOM:
        // we notify the scripts
        notifying_script = true;
        get_map_script().event_hero_on_sensor(get_name());
        notifying_script = false;
        get_hero().reset_movement();
        break;

      case CHANGE_LAYER:
        // we change the hero's layer
        get_entities().set_entity_layer(hero, get_layer());
        break;

      case RETURN_FROM_BAD_GROUND:
        // we indicate to the hero a location to return
        // after falling into a hole or some other ground
        get_hero().set_target_solid_ground_coords(get_xy(), get_layer());
        break;
    }
  }
  else {
    if (subtype == CUSTOM && !notifying_script && !get_game().is_suspended()) {
      notifying_script = true;
      get_map_script().event_hero_still_on_sensor(get_name());
      notifying_script = false;
    }
  }
}
Beispiel #3
0
/**
 * @brief This function is called when this entity stops being moved by the
 * hero.
 */
void Block::stop_movement_by_hero() {

  clear_movement();
  when_can_move = System::now() + moving_delay;

  // see if the block has moved
  if (get_x() != last_position.get_x() || get_y() != last_position.get_y()) {

    // the block has moved
    last_position.set_xy(get_x(), get_y()); // save the new position for next time

    if (maximum_moves == 1) { // if the block could be moved only once,
      maximum_moves = 0;      // then it cannot move anymore
    }
  }

  // notify the script
  get_map_script().event_block_moved(get_name());
}
Beispiel #4
0
/**
 * @brief Updates the chest.
 *
 * This function is called repeatedly by the map.
 * This is a redefinition of MapEntity::update()
 * the handle the chest opening.
 */
void Chest::update() {

  if (is_open() && !suspended) {

    if (!treasure_given && treasure_date != 0 && System::now() >= treasure_date) {

      treasure_date = 0;

      if (treasure.get_item_name() != "_none") {
        // give a treasure to the player

        get_hero().start_treasure(treasure);
        treasure_given = true;
      }
      else { // the chest is empty

        // mark the treasure as found in the savegame
        int savegame_variable = treasure.get_savegame_variable();
        if (savegame_variable != -1) {
          get_savegame().set_boolean(savegame_variable, true);
        }

        treasure_given = true;

        if (!get_map_script().event_chest_empty(get_name())) {

          // the script does not define any behavior:
          // by default, we tell the player the chest is empty
          Sound::play("wrong");
          get_dialog_box().start_dialog("_empty_chest");
          get_hero().start_free();
        }
      }
    }
  }

  MapEntity::update();
}
Beispiel #5
0
/**
 * @brief This function is called when an explosion detects a collision with this entity.
 * @param explosion an explosion
 * @param collision_mode the collision mode that detected the collision
 */
void Sensor::notify_collision_with_explosion(Explosion& explosion, CollisionMode collision_mode) {

  if (subtype == CUSTOM && collision_mode == COLLISION_RECTANGLE) {
    get_map_script().event_sensor_collision_explosion(get_name());
  }
}