Beispiel #1
0
//
// OpenDoor
//
void Raycaster::OpenDoor(bool hasKey, bool *needAKey)
{
	static int doorPosX, doorPosY;
	static Uint32 lDoorOpen = 0;
	int i;
	
	// Don't close doors we're standing in
	if(map[(int)posY][(int)posX] == DOOR_INDEX)
		return;
		
	for(i=0; i<4; i++)
	{
		switch(i)
		{
			case 0:
				doorPosX = (int)posX;
				doorPosY = (int)posY + 1;
				break;
			case 1:
				doorPosX = (int)posX + 1;
				doorPosY = (int)posY;
				break;
			case 2:
				doorPosX = (int)posX;
				doorPosY = (int)posY - 1;
				break;
			case 3:
				doorPosX = (int)posX - 1;
				doorPosY = (int)posY;
				break;
		}
		
		if(doorPosX < 0 || doorPosY < 0)
			continue;
		
		if(map[doorPosY][doorPosX] == DOOR_INDEX || map[doorPosY][doorPosX] == LOCKED_DOOR_INDEX)
		{
			if(lDoorOpen == 0)
				lDoorOpen = SDL_GetTicks();
			else if(SDL_GetTicks() - lDoorOpen < DOOR_CHG_TIME)
				continue;
			
			Door *door = GetDoorAt(doorPosX, doorPosY);
			//door->SetOpen(!door->IsOpen());
			
			if(!door->IsLockedDoor() || hasKey)
			{			
				if(!door->IsOpen())
					door->SetOpening(true);
				else
					door->SetClosing(true);
				
				lDoorOpen = SDL_GetTicks();
			}
			else if(door->IsLockedDoor())
				*needAKey = true;
			
			return;
		}
		else if(map[doorPosY][doorPosX] == EXIT_DOOR_INDEX)
			mapChange = true;
	}
}