Ejemplo n.º 1
0
void WeaponManager::reset() {
    destroy();

    all_game_weapons_.clear();
    all_game_weapons_.push_back(loadWeapon(Weapon::Persuadatron));
    all_game_weapons_.push_back(loadWeapon(Weapon::Pistol));
    all_game_weapons_.push_back(loadWeapon(Weapon::Shotgun));
    all_game_weapons_.push_back(loadWeapon(Weapon::Uzi));
    all_game_weapons_.push_back(loadWeapon(Weapon::Scanner));
    all_game_weapons_.push_back(loadWeapon(Weapon::MediKit));
    all_game_weapons_.push_back(loadWeapon(Weapon::Minigun));
    all_game_weapons_.push_back(loadWeapon(Weapon::Flamer));
    all_game_weapons_.push_back(loadWeapon(Weapon::LongRange));
    all_game_weapons_.push_back(loadWeapon(Weapon::EnergyShield));
    all_game_weapons_.push_back(loadWeapon(Weapon::Laser));
    all_game_weapons_.push_back(loadWeapon(Weapon::GaussGun));
    all_game_weapons_.push_back(loadWeapon(Weapon::AccessCard));
    all_game_weapons_.push_back(loadWeapon(Weapon::TimeBomb));

    // Enables default weapons
    enableWeapon(Weapon::Persuadatron);
    enableWeapon(Weapon::Pistol);
    enableWeapon(Weapon::Shotgun);
    enableWeapon(Weapon::Scanner);
    enableWeapon(Weapon::MediKit);
}
Ejemplo n.º 2
0
bool WeaponManager::loadFromFile(PortableFile &infile, const FormatVersion& v) {
    int nbWeap = infile.read32();

    for (int i = 0; i < nbWeap; i++) {
        int type = infile.read32();
        Weapon::WeaponType wt = Weapon::Unknown;
        switch (type) {
            case Weapon::Persuadatron:
                wt = Weapon::Persuadatron;
                break;
            case Weapon::Pistol:
                wt = Weapon::Pistol;
                break;
            case Weapon::GaussGun:
                wt = Weapon::GaussGun;
                break;
            case Weapon::Shotgun:
                wt = Weapon::Shotgun;
                break;
            case Weapon::Uzi:
                wt = Weapon::Uzi;
                break;
            case Weapon::Minigun:
                wt = Weapon::Minigun;
                break;
            case Weapon::Laser:
                wt = Weapon::Laser;
                break;
            case Weapon::Flamer:
                wt = Weapon::Flamer;
                break;
            case Weapon::LongRange:
                wt = Weapon::LongRange;
                break;
            case Weapon::Scanner:
                wt = Weapon::Scanner;
                break;
            case Weapon::MediKit:
                wt = Weapon::MediKit;
                break;
            case Weapon::TimeBomb:
                wt = Weapon::TimeBomb;
                break;
            case Weapon::AccessCard:
                wt = Weapon::AccessCard;
                break;
            case Weapon::EnergyShield:
                wt = Weapon::EnergyShield;
                break;
            default:
                wt = Weapon::Unknown;
        }
        // enable weapon
        enableWeapon(wt);
    }

    return true;
}
Ejemplo n.º 3
0
    GameProgress::GameProgress()
        : lives(3)
        , eTanks(0)
        , mTanks(0)
        , playerEnergy(DEFAULT_PLAYER_ENERGY)
        , playerMaxEnergy(DEFAULT_PLAYER_ENERGY)
        , bossEnergy(DEFAULT_PLAYER_ENERGY)
        , bossMaxEnergy(DEFAULT_PLAYER_ENERGY)
        , currentBoss(0)
        , currentWeapon(0)
    {
        std::fill(std::begin(weaponEnergies), std::end(weaponEnergies), DEFAULT_WEAPON_ENERGY);
        std::fill(std::begin(weaponsEnabled), std::end(weaponsEnabled), false);
        std::fill(std::begin(bossesDefeated), std::end(bossesDefeated), false);

        // Mega Buster is always the 0th weapon, so enable it
        enableWeapon(0, true);
        enableWeapon(1, true);
        enableWeapon(2, true);
        setETanks(4);
    }
Ejemplo n.º 4
0
void WeaponManager::cheatEnableAllWeapons() {
    enableWeapon(Weapon::Persuadatron);
    enableWeapon(Weapon::Pistol);
    enableWeapon(Weapon::Shotgun);
    enableWeapon(Weapon::Uzi);
    enableWeapon(Weapon::Scanner);
    enableWeapon(Weapon::MediKit);
    enableWeapon(Weapon::Minigun);
    enableWeapon(Weapon::Flamer);
    enableWeapon(Weapon::LongRange);
    enableWeapon(Weapon::EnergyShield);
    enableWeapon(Weapon::Laser);
    enableWeapon(Weapon::GaussGun);
    enableWeapon(Weapon::AccessCard);
    enableWeapon(Weapon::TimeBomb);
}