Exemple #1
0
string Inventory::getInventoryString()
{
	stringstream result;
	result << "{";
	vector<Entity*> inventoryItems = getVectorItems();
	for (vector<Entity*>::iterator i = inventoryItems.begin(); i != inventoryItems.end(); i++)
	{
		Entity* theItem = *i;
		InventoryItem* theInventoryItem = theItem->getInventoryItem();
		if (theInventoryItem->getType() == "INVENTORYFOOD")
		{
			result << "F";
			result << theInventoryItem->getItem()->getID() << ":";
			result << theInventoryItem->getCurrentStackCount() << ":";
			result << ((InventoryFood*)theInventoryItem)->getFoodState();
		}
		else if (theInventoryItem->getType() == "INVENTORYEQUIPMENT")
		{
			result << "E";
			result << theInventoryItem->getItem()->getID() << ":";
			result << theInventoryItem->getCurrentStackCount() << ":";
			result << ((InventoryEquipment*)theInventoryItem)->getSmithingMaterial()->getID();
		}
		else if (theInventoryItem->getType() == "INVENTORYBOOST")
		{
			result << "B";
			result << theInventoryItem->getItem()->getID() << ":";
			result << theInventoryItem->getCurrentStackCount() << ":";
		}
		else
		{
			result << theInventoryItem->getItem()->getID() << ":";
			result << theInventoryItem->getCurrentStackCount() << ":";
		}
		result << ",";
	}
	result << "}";
	return result.str();
}
Exemple #2
0
std::string Inventory::getReloadText()
{
  std::ostringstream oss;
  oss << "-- Player's inventory" << std::endl;
  oss << "-- Items in Backpack" << std::endl;

  for( size_t backpackNr=0; backpackNr<backpackItems.size(); ++backpackNr )
  {
    InventoryItem* curBackpackItem = backpackItems[ backpackNr ];
    Item* curItem = curBackpackItem->getItem();
    oss << "DawnInterface.restoreItemInBackpack( itemDatabase[\""
        << curItem->getID() << "\"], "
        << curBackpackItem->getInventoryPosX()
        << ", " << curBackpackItem->getInventoryPosY() << ", "
        << curBackpackItem->getCurrentStackSize() << " );"
        << std::endl;
  }

  oss << "-- equipped Items" << std::endl;
  size_t numEquippable = static_cast<size_t>( ItemSlot::COUNT );
  for( size_t curEquippable=0; curEquippable<numEquippable; ++curEquippable )
  {
    if( equippedItems[ curEquippable ] != NULL )
    {
      Item* curItem = equippedItems[ curEquippable ]->getItem();
      /* if the item is two-handed and we're inspecting the off-hand slot
         don't output it. */
      if( !( curItem->isTwoHandedWeapon() == true &&
             curEquippable == static_cast<size_t>( ItemSlot::OFF_HAND ) ) )
      {
        oss << "DawnInterface.restoreWieldItem( " << curEquippable << ", "
            << "itemDatabase[\"" << curItem->getID() << "\"] " << ");"
            << std::endl;
      }
    }
  }

  return oss.str();
}
Exemple #3
0
InventoryItem* Inventory::getItemAt( size_t invPosX, size_t invPosY )
{
  assert( !isPositionFree( invPosX, invPosY ) );

  size_t numBackItems = backpackItems.size();
  for( size_t curBackItemNr=0; curBackItemNr<numBackItems; ++curBackItemNr )
  {
    InventoryItem* curItem = backpackItems[ curBackItemNr ];
    size_t itemPosX = curItem->getInventoryPosX();
    size_t itemPosY = curItem->getInventoryPosY();
    size_t itemSizeX = curItem->getItem()->getSizeX();
    size_t itemSizeY = curItem->getItem()->getSizeY();

    if( itemPosX <= invPosX && itemPosX + itemSizeX > invPosX &&
        itemPosY <= invPosY && itemPosY + itemSizeY > invPosY )
    {
      return curItem;
    }
  }

  // should have found an item so should never reach here
  abort();
}
Exemple #4
0
void Player::update(float frameTime, LevelController* lc) {
	// 1-Press NoClip
	if (noClipButtonReleased && input->isKeyDown(VK_F2)) {
		noClip = !noClip;
		noClipButtonReleased = false;
	} else {
		noClipButtonReleased = true;
	}
	velocityX = getVelocity().x;
	velocityY = getVelocity().y;
	// Handle NoClip
	if (noClip) {
		if (input->isKeyDown(PLAYER_RIGHT)) {
			velocityX = playerNS::NOCLIP_SPEED * frameTime;
			orientation = Right;
		} else if (input->isKeyDown(PLAYER_LEFT)) {
			velocityX = -playerNS::NOCLIP_SPEED * frameTime;
			orientation = Left;
		} else {
			velocityX = 0;
		}
		if (input->isKeyDown(PLAYER_UP)) {
			velocityY = -playerNS::NOCLIP_SPEED * frameTime;
			orientation = Up;
		} else if (input->isKeyDown(PLAYER_DOWN)) {
			velocityY = playerNS::NOCLIP_SPEED * frameTime;
			orientation = Down;
		} else {
			velocityY = 0;
		}
		velocity = VECTOR2(velocityX, velocityY);
		frameDelay = 1000000;
		Item* activeItem = inventory->getActiveItem()->getItem();
		if (inventory->getActiveItem()->getItem()->getItemType() == Item::Equipable) {
			Gun* gun = dynamic_cast<Gun*>(activeItem);
			if (gun != 0) {
				gun->update(frameTime, orientation, getX(), getY(), input, lc);
			}
		}
		Entity::update(frameTime);
		return;
	}
	// Set Obj Vars
	levelController = lc;
	// Debug Messages
	OSD::instance()->addLine("Jump Distance: " + std::to_string(jumpdistance) + " / " + std::to_string(playerNS::JUMP_HEIGHT));
	OSD::instance()->addLine("Can | Left: " + std::to_string(canMoveLeft(true)) + " | Right: " + std::to_string(canMoveRight(true)) + " | Up: " + std::to_string(canMoveUp(true)) + " | Down: " + std::to_string(canMoveDown(true)));
	// Stuck Hotfix
	if (!canMoveLeft() && !canMoveRight() && !canMoveUp() && !canMoveDown()) {
		setX(spawnPos.x);
		setY(spawnPos.y);
	}
	// Update Guns
	inventory->update(frameTime, input);
	// Boss Audio
	if (lc->getMapX() * -1.0 > 1900) {
		audio->stopCue(BK_MUSIC);
		audio->playCue(BOSS_MUSIC);
	}

	// Start of Player Movement
	if (healthStatus != Dead) {
		if (!canMoveDown()) {
			if (!input->isKeyDown(PLAYER_UP) && !input->isKeyDown(PLAYER_JUMP))
				canJump = true;
			canFall = false;
			falling = false;
		} else {
			canFall = true;
			falling = true;
		}
		// Move Left and Right
		if (input->isKeyDown(PLAYER_RIGHT) && canMoveRight()) {
			velocityX = playerNS::SPEED * frameTime;
			while (!canMoveRight()) {
				spriteData.x -= 0.1;
				velocityX = 0;
			}
			orientation = Right;
		} else if (input->isKeyDown(PLAYER_LEFT) && canMoveLeft()) {
			velocityX = -playerNS::SPEED * frameTime;
			while (!canMoveLeft()) {
				spriteData.x += 0.1;
				velocityX = 0;
			}
			orientation = Left;
		} else {
			velocityX = 0;
			if (input->isKeyDown(PLAYER_UP)) {
				orientation = Up;
			}

			if (input->isKeyDown(PLAYER_DOWN)) {
				orientation = Down;
			}
		}
		// Handle Jumping
		if (jumping || (((input->isKeyDown(PLAYER_JUMP) || input->isKeyDown(PLAYER_UP)) && canMoveUp() && canJump))) {
			jumpdistance = jumpOriginY - getY();
			if (canJump && !jumping)
				jumpOriginY = getY();
			if (jumpdistance > playerNS::JUMP_HEIGHT || !canMoveUp()) {
				jumping = false;
				canJump = false;
				falling = true;
			} else {
				if (!jumping)
					velocityY = -playerNS::JUMP_SPEED * frameTime;
				else
					velocityY += 0.5 * frameTime;
				jumping = true;
				canJump = false;
			}
		}
		if (!jumping)
			jumpOriginY = getY();
		if (falling && !jumping) {
			if (canMoveDown()) {
				velocityY = playerNS::FALLING_SPEED * frameTime;
			} else {
				velocityY = 0;
			}
		}
		// Handle Stuck
		while (canMoveUp() && !canMoveDown() && !canMoveLeft() && !canMoveRight()) {
			spriteData.y -= 0.1;
		}
		while (!canMoveUp() && !canMoveDown() && !canMoveLeft() && canMoveRight()) {
			spriteData.x += 0.1;
		}
		while (!canMoveUp() && !canMoveDown() && canMoveLeft() && !canMoveRight()) {
			spriteData.x -= 0.1;
		}
		// Final Sanity Check
		if (!canMoveLeft() && velocityX < 0 || !canMoveRight() && velocityX > 0)
			velocityX = 0;
		if (!canMoveUp() && velocityY < 0 || !canMoveDown() && velocityY > 0)
			velocityY = 0;
		setVelocity(VECTOR2(velocityX, velocityY));

		// Handle Orientations
		if (input->isKeyDown(PLAYER_UP))
			orientation = Up;
		else if (input->isKeyDown(PLAYER_DOWN))
			orientation = Down;
		switch (orientation) {
		case Right:
			currentFrame = 953;
			spriteData.flipHorizontal = true;
			break;
		case Down:
			currentFrame = 954;
			break;
		case Left:
			currentFrame = 953;
			spriteData.flipHorizontal = false;
			break;
		case Up:
			currentFrame = 952;
			break;
		}

		// Draw Items
		Item* activeItem = inventory->getActiveItem()->getItem();
		if (inventory->getActiveItem()->getItem()->getItemType() == Item::Equipable) {
			Gun* gun = dynamic_cast<Gun*>(activeItem);
			if (gun != 0) {
				gun->update(frameTime, orientation, getX(), getY(), input, lc);
			}
		}
		// Crate Collision
		if (lc->collidedWithCrate() == 1 && lc->getCrateItem() != -1) {
			audio->playCue(RELOAD);
			if (lc->collidedWithCrate() == 1 && lc->getCrateItem() != -1) {
				int itemid = lc->getCrateItem();
				InventoryItem *invItem;
				std::vector<InventoryItem*>* itemList = inventory->getItems();
				switch (itemid) {
				case playerNS::ItemType::shotGun:
					shotgun = new Shotgun();
					shotgun->initialize(gameptr, 136, 41, 2, gunTexture);
					shotgun->setCurrentFrame(6);
					invItem = new InventoryItem(shotgun);
					break;
				case playerNS::ItemType::machineGun:
					machineGun = new MachineGun();
					machineGun->initialize(gameptr, 136, 41, 2, gunTexture);
					machineGun->setCurrentFrame(0);
					invItem = new InventoryItem(machineGun);
					break;
				case 3:
					break;
				}
				for (int i = 0; i < itemList->size(); i++) {
					InventoryItem *iItem = itemList->at(i);
					Item* item = iItem->getItem();
					Item* newItem = invItem->getItem();
					if (item->getItemType() == Item::Equipable && newItem->getItemType() == Item::Equipable) {
						Gun* gunInvItem = dynamic_cast<Gun*>(item);
						Gun* gunNewItem = dynamic_cast<Gun*>(newItem);
						if (gunInvItem->getGunId() == gunNewItem->getGunId()) {
							gunInvItem->addAmmo();
							lc->setCrateCollided(0);
							return; // Should this be return or break?
						}
					} else if (item->getItemType() == Item::Usable && newItem->getItemType() == Item::Usable) {
						lc->setCrateCollided(0);
						return;
					} // Should this be return or break?
				}
				inventory->addItem(invItem);
				lc->setCrateCollided(0);
				lc->setCrateItem(-1);
			}
		}
		Entity::update(frameTime);
	}
}