Example #1
0
void MemeSingleGameType::OnDangerousFieldActivate(uint32 x, uint32 y)
{
    Map* pMap = (Map*)sMapManager->GetMap();
    if (pMap)
    {
        pMap->DestroyDynamicRecords(x, y, DYNAMIC_TYPE_BONUS);
        pMap->DestroyDynamicRecords(x, y, DYNAMIC_TYPE_BOX);
    }

    // Pokud hrac stoji na nebezpecnem poli
    if (m_playerX == x && m_playerY == y)
    {
        // GameplayMgr se postara o zbytek.. ouch!
        sGameplayMgr->PlayerDied();
    }

    // Projit vsechny nepratele, zdali nestoji na miste s ohnem
    for (std::list<EnemyTemplate*>::iterator itr = m_enemies.begin(); itr != m_enemies.end();)
    {
        // Znicit nepritele pokud je na poli s vybuchem
        if (!(*itr)->IsDead() && ceil((*itr)->pRecord->x) == x && ceil((*itr)->pRecord->z) == y)
        {
            (*itr)->SetDead(true);
            (*itr)->m_movement->Mutate(MOVEMENT_NONE);

            sGameplayMgr->localPlayerStats.MemeSingleStats.enemiesTrolled += 1;

            // TODO: animace smrti

            itr = m_enemies.erase(itr);
            continue;
        }
        ++itr;
    }

    // Vyhra - zabiti vsichni nepratele
    if (m_enemies.empty())
    {
        sGameplayMgr->PauseGame();
        sApplication->SetStagePhase(5);
        // TODO: jeste neco?
    }
}
Example #2
0
void MemeSingleGameType::OnPlayerFieldChange(uint32 oldX, uint32 oldY, uint32 newX, uint32 newY)
{
    m_playerX = newX;
    m_playerY = newY;

    if (sGameplayMgr->IsDangerousField(newX, newY))
    {
        // Obsluha smrti - predame to zpet
        sGameplayMgr->PlayerDied();
    }

    Map* pMap = (Map*)sMapManager->GetMap();
    if (!pMap)
        return;

    Map::DynamicCellSet* pSet = pMap->GetDynamicCellSet(newX, newY);
    if (!pSet || pSet->empty())
        return;

    for (Map::DynamicCellSet::iterator itr = pSet->begin(); itr != pSet->end(); ++itr)
    {
        if (itr->type == DYNAMIC_TYPE_BONUS)
        {
            switch (itr->misc)
            {
                case BONUS_FLAME:
                    if (sGameplayMgr->GetFlameReach() < 5)
                        sGameplayMgr->SetFlameReach(1, true);
                    break;
                case BONUS_SPEED:
                    if (sGameplayMgr->GetPlayerSpeedCoef() < 2.0f)
                        sGameplayMgr->SetPlayerSpeedCoef(0.2f, true);
                    break;
                case BONUS_BOMB:
                    if (sGameplayMgr->GetMaxBombs() < 6)
                        sGameplayMgr->SetMaxBombs(1, true);
                    break;
            }
        }
    }

    pMap->DestroyDynamicRecords(newX, newY, DYNAMIC_TYPE_BONUS);
}
Example #3
0
void MemeSingleGameType::OnBombBoom(BombRecord* bomb)
{
    if (!bomb)
        return;

    Map* pMap = (Map*)sMapManager->GetMap();
    if (pMap)
    {
        // Nejdrive znicime bombu na mape
        pMap->DestroyDynamicRecords(bomb->x, bomb->y, DYNAMIC_TYPE_BOMB);

        // Nyni promenliva hodnota podle bonusu
        // Bonus se ale zapocita jen pokud je bomba polozena az po vzeti bonusu, ne na vsechny
        // Jednak je to realistictejsi a jednak to usnadni trochu pathfinding pro AI
        uint32 bombreach = bomb->reach;

        // Projdeme vsechny mozne zaznamy na mape az na maximalni definovany dosah
        // pokud tam neco je, zamezime dalsimu prepsani a zapiseme
        uint32 reach_x1 = bombreach+1, reach_x2 = bombreach+1, reach_y1 = bombreach+1, reach_y2 = bombreach+1;
        // Promenna urcujici, zdali doslo ke kolizi kvuli objektu (true) nebo kvuli dosahu (false)
        bool rx1_box = false, rx2_box = false, ry1_box = false, ry2_box = false;

        for (uint32 i = 0; i < bombreach; i++)
        {
            // Pokud jeste nebylo zapsano
            if (reach_x1 == bombreach+1)
            {
                // Overime, zdali na dane pozici neco neprostupneho je
                if (pMap->IsDynamicRecordPresent(bomb->x + i + 1, bomb->y, DYNAMIC_TYPE_BOX))
                {
                    // Pokud ano, zamezime zapsanim maximalni pozice dalsimu prepsani
                    reach_x1 = i+1;
                    rx1_box = true;
                }
                else if (pMap->GetStaticRecord(bomb->x + i + 1,bomb->y) == TYPE_SOLID_BOX)
                    reach_x1 = i+1;
            }

            if (reach_x2 == bombreach+1)
            {
                if (pMap->IsDynamicRecordPresent(bomb->x - i - 1, bomb->y, DYNAMIC_TYPE_BOX))
                {
                    reach_x2 = i+1;
                    rx2_box = true;
                }
                else if (pMap->GetStaticRecord(bomb->x - i - 1,bomb->y) == TYPE_SOLID_BOX)
                    reach_x2 = i+1;
            }

            if (reach_y1 == bombreach+1)
            {
                if (pMap->IsDynamicRecordPresent(bomb->x, bomb->y + i + 1, DYNAMIC_TYPE_BOX))
                {
                    reach_y1 = i+1;
                    ry1_box = true;
                }
                else if (pMap->GetStaticRecord(bomb->x,bomb->y + i + 1) == TYPE_SOLID_BOX)
                    reach_y1 = i+1;
            }

            if (reach_y2 == bombreach+1)
            {
                if (pMap->IsDynamicRecordPresent(bomb->x, bomb->y - i - 1, DYNAMIC_TYPE_BOX))
                {
                    reach_y2 = i+1;
                    ry2_box = true;
                }
                else if (pMap->GetStaticRecord(bomb->x,bomb->y - i - 1) == TYPE_SOLID_BOX)
                    reach_y2 = i+1;
            }
        }
        // Pak vsechno dekrementujeme - zapise se vzdy pozice uz nepristupneho pole
        --reach_x1;
        --reach_x2;
        --reach_y1;
        --reach_y2;

        // Exploze - particle emittery
        BillboardDisplayListRecord* templ = BillboardDisplayListRecord::Create(31, 0, 0, 0, 0.8f, 0.8f, true, true);
        sParticleEmitterMgr->AddEmitter(templ, bomb->x-0.5f, 0.1f, bomb->y-0.5f, 0.15f, 0.4f, 0,   0.0f, 0, 0, reach_y1*100 + (ry1_box?100:0), 20, 10.0f, 0.1f, 50, 10, 1, 0, ANIM_FLAG_NOT_REPEAT, 1500);

        templ = BillboardDisplayListRecord::Create(31, 0, 0, 0, 0.8f, 0.8f, true, true);
        sParticleEmitterMgr->AddEmitter(templ, bomb->x-0.5f, 0.1f, bomb->y-0.5f, 0.15f, 0.4f, 0,  90.0f, 0, 0, reach_x2*100 + (rx2_box?100:0), 20, 10.0f, 0.1f, 50, 10, 1, 0, ANIM_FLAG_NOT_REPEAT, 1500);

        templ = BillboardDisplayListRecord::Create(31, 0, 0, 0, 0.8f, 0.8f, true, true);
        sParticleEmitterMgr->AddEmitter(templ, bomb->x-0.5f, 0.1f, bomb->y-0.5f, 0.15f, 0.4f, 0, 180.0f, 0, 0, reach_y2*100 + (ry2_box?100:0), 20, 10.0f, 0.1f, 50, 10, 1, 0, ANIM_FLAG_NOT_REPEAT, 1500);

        templ = BillboardDisplayListRecord::Create(31, 0, 0, 0, 0.8f, 0.8f, true, true);
        sParticleEmitterMgr->AddEmitter(templ, bomb->x-0.5f, 0.1f, bomb->y-0.5f, 0.15f, 0.4f, 0, 270.0f, 0, 0, reach_x1*100 + (rx1_box?100:0), 20, 10.0f, 0.1f, 50, 10, 1, 0, ANIM_FLAG_NOT_REPEAT, 1500);

        // Casovani vybuchu je implementovano pri polozeni bomby
    }
}