Esempio n. 1
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void daynightSetMin(float min)
{
	if (min < getGameState()->gs->getTimeOfDayMin()) {
		min = getGameState()->gs->getTimeOfDayMin();
	}
	getGameState()->gs->tod_min = min;
}
Esempio n. 2
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void daynightSetMax(float max)
{
	if (max > getGameState()->gs->getTimeOfDayMin()) {
		max = getGameState()->gs->getTimeOfDayMin();
	}
	getGameState()->gs->tod_max = max;
}
Esempio n. 3
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void CameraViewPreInit()
{
	// For some reason loading images in early stage of init solves lagginess/buggyness
	playerHit = new PlayerHit(getGameState()->getPlayer());
	tutorialView = new FightTutorialView();
	cameraDefend = new CameraDefend();
	manaBar = new ManaBar();
	playerAttackView = new PlayerAttackView(getGameState()->getPlayer());
}
Esempio n. 4
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/**
* Add an object at a given coordinate
**/
Pickup* addPickupCoord(string type, btVector3 &coord)
{
	PickupType *pt = GEng()->mm->getPickupType(type);
	if (pt == NULL) {
		return NULL;
	}

	Pickup *p = new Pickup(pt, getGameState(), coord.x(), coord.y(), coord.z());
	getGameState()->addPickup(p);

	return p;
}
Esempio n. 5
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/**
* Add an object at a given map X/Z coordinate
* The Y coordinate is calculated
**/
Pickup* addPickupXZ(string type, float x, float z)
{
	PickupType *pt = GEng()->mm->getPickupType(type);
	if (pt == NULL) {
		return NULL;
	}

	Pickup *p = new Pickup(pt, getGameState(), x, z);
	getGameState()->addPickup(p);

	return p;
}
Esempio n. 6
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/**
* Add a vehicle at a map X/Z coordinate
* Y will be calculated so it's on the ground
**/
Vehicle* addVehicleXZ(string type, float x, float z)
{
	Vehicle *v;

	VehicleType *vt = GEng()->mm->getVehicleType(type);
	if (vt == NULL) {
		return NULL;
	}

	v = new Vehicle(vt, getGameState(), x, z);
	getGameState()->addVehicle(v);
	return v;
}
Esempio n. 7
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/**
* Add a vehicle at a given coordinate
**/
Vehicle* addVehicleCoord(string type, btVector3 &coord)
{
	Vehicle *v;

	VehicleType *vt = GEng()->mm->getVehicleType(type);
	if (vt == NULL) {
		return NULL;
	}

	v = new Vehicle(vt, getGameState(), coord.x(), coord.y(), coord.z());
	getGameState()->addVehicle(v);
	return v;
}
Esempio n. 8
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/**
* Add an object at a given map X/Z coordinate
* The Y coordinate is calculated
**/
Object* addObjectXZ(string type, float x, float z)
{
	Object *o;

	ObjectType *ot = GEng()->mm->getObjectType(type);
	if (ot == NULL) {
		return NULL;
	}

	o = new Object(ot, getGameState(), x, z);

	getGameState()->addObject(o);

	return o;
}
Esempio n. 9
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/**
* Add an object at a given coordinate
**/
Object* addObjectCoord(string type, btVector3 &coord)
{
	Object *o;

	ObjectType *ot = GEng()->mm->getObjectType(type);
	if (ot == NULL) {
		return NULL;
	}

	o = new Object(ot, getGameState(), coord.x(), coord.y(), coord.z());

	getGameState()->addObject(o);

	return o;
}
Esempio n. 10
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void renderMapHealth() {
	IwGxLightingOff();

	Iw2DSetAlphaMode(IW_2D_ALPHA_NONE);
	Iw2DSetTransformMatrix(CIwFMat2D::g_Identity);

	int16 w = (double)IwGxGetScreenWidth() * 0.09f;
	if (w > (int16)healthTexture->GetWidth()) w = (int16)healthTexture->GetWidth();

	float whScale = (float)((double)healthTexture->GetWidth() / healthTexture->GetHeight());
	int16 h = w * 1/whScale;

	int leftPadding = IwGxGetScreenWidth() * 0.10f;
	int topPadding = IwGxGetScreenHeight() * 0.02f;

	int leftMargin = IwGxGetScreenWidth() * 0.03f;
	int topMargin = IwGxGetScreenHeight() * 0.05f;

	CIwFVec2 size = CIwFVec2(w, h);
	int vitality = getGameState()->getPlayer()->getVitality();
	
	for (int i = 0; i < PLAYER_MAX_VITALITY; i++) {
		CIwFVec2 topLeft = CIwFVec2(leftPadding + (leftMargin+w)*i, topPadding);

		if (i < vitality) {
			Iw2DDrawImage(healthTexture, topLeft, size);
		} else {
			Iw2DDrawImage(healthLostTexture, topLeft, size);
		}
	}
}
Esempio n. 11
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void updateGhost() {
	if (ghost_Player->IsCurrentAnimComplete() && !getGameState()->getGhost()->isDead()) {
		ghost_Player->PlayAnim(ghost_Anims[GHOST_ANIM_IDLE], 1, CIwAnimBlendSource::LOOPING_F, BLEND_DURATION);
	}

	// Update animation player
    ghost_Player->Update(1.0f / 30.0f);
}
Esempio n. 12
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/**
* Spawn in a player in a random location of a random spawn zone
**/
Player* addPlayer(string type, unsigned int fac, unsigned int slot)
{
	Zone *zn = getGameState()->map->getSpawnZone((Faction)fac);
	if (zn == NULL) {
		return NULL;
	}

	return addPlayerZone(type, fac, slot, zn);
}
Esempio n. 13
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/**
* Spawn in a NPC in a random location of a random spawn zone
**/
NPC* addNpc(string type, string aitype, unsigned int fac)
{
	Zone *zn = getGameState()->map->getSpawnZone((Faction)fac);
	if (zn == NULL) {
		return NULL;
	}
	
	return addNpcZone(type, aitype, fac, zn);
}
Esempio n. 14
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/**
* Spawn in a NPC at a given map X/Z coordinate
**/
NPC* addNpcXZ(string type, string aitype, unsigned int fac, float x, float z)
{
	NPC *p;

	UnitType *ut = GEng()->mm->getUnitType(type);
	if (ut == NULL) {
		return NULL;
	}

	AIType *ai = GEng()->mm->getAIType(aitype);
	if (ai == NULL) {
		return NULL;
	}

	p = new NPC(ut, getGameState(), (Faction)fac, ai, x, z);
	getGameState()->addUnit(p);

	return p;
}
Esempio n. 15
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/**
* Spawn in a NPC at the given coordinate
**/
NPC* addNpcCoord(string type, string aitype, unsigned int fac, btVector3 &coord)
{
	NPC *p;

	UnitType *ut = GEng()->mm->getUnitType(type);
	if (ut == NULL) {
		return NULL;
	}

	AIType *ai = GEng()->mm->getAIType(aitype);
	if (ai == NULL) {
		return NULL;
	}

	p = new NPC(ut, getGameState(), (Faction)fac, ai, coord.x(), coord.y(), coord.z());
	getGameState()->addUnit(p);

	return p;
}
Esempio n. 16
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/**
* Spawn in a NPC in a random location of the specified zone
**/
NPC* addNpcZone(string type, string aitype, unsigned int fac, Zone *zn)
{
	NPC *p;

	UnitType *ut = GEng()->mm->getUnitType(type);
	if (ut == NULL) {
		return NULL;
	}

	AIType *ai = GEng()->mm->getAIType(aitype);
	if (ai == NULL) {
		return NULL;
	}

	p = new NPC(ut, getGameState(), (Faction)fac, ai, zn->getRandomX(), zn->getRandomZ());
	getGameState()->addUnit(p);

	return p;
}
Esempio n. 17
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/**
* Spawn in a player at the given coordinate
**/
Player* addPlayerCoord(string type, unsigned int fac, unsigned int slot, btVector3 &coord)
{
	Player *p;

	UnitType *ut = GEng()->mm->getUnitType(type);
	if (ut == NULL) {
		return NULL;
	}

	p = new Player(ut, getGameState(), (Faction)fac, slot, coord.x(), coord.y(), coord.z());

	// Is it a local player?
	PlayerState *ps = getGameState()->getLocalPlayer(slot);
	if (ps != NULL) {
		ps->p = p;
	}

	getGameState()->addUnit(p);

	return p;
}
Esempio n. 18
0
/**
* Spawn in a player at a given map X/Z coordinate
**/
Player* addPlayerXZ(string type, unsigned int fac, unsigned int slot, float x, float z)
{
	Player *p;

	UnitType *ut = GEng()->mm->getUnitType(type);
	if (ut == NULL) {
		return NULL;
	}

	p = new Player(ut, getGameState(), (Faction)fac, slot, x, z);

	// Is it a local player?
	PlayerState *ps = getGameState()->getLocalPlayer(slot);
	if (ps != NULL) {
		ps->p = p;
	}

	getGameState()->addUnit(p);

	return p;
}
Esempio n. 19
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/**
* Spawn in a player in a random location of the specified zone
**/
Player* addPlayerZone(string type, unsigned int fac, unsigned int slot, Zone *zn)
{
	Player *p;

	UnitType *ut = GEng()->mm->getUnitType(type);
	if (ut == NULL) {
		return NULL;
	}

	p = new Player(ut, getGameState(), (Faction)fac, slot, zn->getRandomX(), zn->getRandomZ());

	// Is it a local player?
	PlayerState *ps = getGameState()->getLocalPlayer(slot);
	if (ps != NULL) {
		ps->p = p;
	}

	getGameState()->addUnit(p);

	return p;
}
Esempio n. 20
0
void
TUIGame::play() {
    handleCommand("new");
    while (true) {
        // Print last move
        if (currentMove > 0) {
            Position prevPos(getPos());
            prevPos.unMakeMove(moveList[currentMove - 1], uiInfoList[currentMove - 1]);
            std::string moveStr= TextIO::moveToString(prevPos, moveList[currentMove - 1], false);
            if (haveDrawOffer())
                moveStr += " (offer draw)";
            std::cout << "Last move: " << prevPos.getFullMoveCounter()
                    << (prevPos.isWhiteMove() ? "." : "...")
                    << ' ' << moveStr << std::endl;
        }
        /*
        {
            std::stringstream ss;
            ss << "Hash: " << std::hex << std::setw(16) << std::setfill('0') << pos.zobristHash();
            std::cout << ss.str() << std::endl;
        }
        */
        {
            auto et = Evaluate::getEvalHashTables();
            Evaluate eval(*et);
            int evScore = eval.evalPos(getPos()) * (getPos().isWhiteMove() ? 1 : -1);
            std::stringstream ss;
            ss.precision(2);
            ss << std::fixed << "Eval: " << (evScore / 100.0);
            std::cout << ss.str() << std::endl;
        }

        // Check game state
        std::cout << TextIO::asciiBoard(getPos());
        std::string stateStr = getGameStateString();
        if (stateStr.length() > 0)
            std::cout << stateStr << std::endl;
        if (getGameState() != Game::ALIVE)
            activateHumanPlayer();

        // Get command from current player and act on it
        Player& pl = getPos().isWhiteMove() ? *whitePlayer : *blackPlayer;
        std::vector<Position> posList;
        getHistory(posList);
        std::string moveStr = pl.getCommand(getPos(), haveDrawOffer(), posList);
        if (moveStr == "quit")
            return;
        bool ok = processString(moveStr);
        if (!ok)
            std::cout << "Invalid move: " << moveStr << std::endl;
    }
}
Esempio n. 21
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bool MapViewUpdate() {

	// Clear the screen
    IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F);

	renderMap();
	renderMapPlayer();
	renderMapXpBar();
	renderMapHealth();

	Player* player = getGameState()->getPlayer();
	IntroState introState = getGameState()->getIntroState();

	if (lastLoses < player->getLoseCount() ||
		lastWins < player->getWinCount()) {
		lastLoses = player->getLoseCount();
		lastWins = player->getWinCount();

		mapGhost2->setCentre(CIwFVec2(IwGxGetScreenWidth()*0.80f, IwGxGetScreenHeight()*0.70f));
		mapGhost2->setNotice(false);

		if (introState == INTRO_DEFEND) {
			mapGhost2->moveGhost(CIwFVec2(IwGxGetScreenWidth()/2, IwGxGetScreenHeight()/2), arrivalCallback);
		}
	}
	if (introState == INTRO_ATTACK) {
		mapGhost->Update();
		mapGhost->Render();
	}

	mapGhost2->Update();
	mapGhost2->Render();

	IwGxFlush();
    IwGxSwapBuffers();

	return true;
}
Esempio n. 22
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void cGame::InitializeGame()
{
	//Initialize Questions
	InitQuestions();

	//Shuffle Questions
	///Shuffle();

	//Set Game State To Playing
	if(!getGameState())
	{
		setGameState(true);
	}
}
Esempio n. 23
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void setupPlayer() {
	Player *player = getGameState()->getPlayer();

	if (!player->isReady()) {
		return;
	}

    // Set viewing position with the Y axis as upright.
    viewMatrix.SetIdentity();
    viewMatrix.LookAt(CIwFVec3(0,-11,0), CIwFVec3(0,0,100), CIwFVec3(0,-1,0));

    // Rotate according to compass heading
	viewMatrix.PostRotateY(rad(player->getHeading()));
    IwGxSetViewMatrix(&viewMatrix);
}
Esempio n. 24
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//-------------------------------------------------------------------------------------------------------
void Road::initOther(const Ogre::SceneNode *node)
{
    mName = node->getName();

    mTriggerNode = new btGhostObject();
    btCollisionShape *shape = new btBoxShape(TRIGGER_SIZE);
    mTriggerNode->setCollisionShape(shape);
    btTransform transform;
    updateTriggerPosition(transform);
    mTriggerNode->setWorldTransform(transform);
    mTriggerNode->setCollisionFlags(mTriggerNode->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
    mTriggerNode->setUserPointer(this, ROAD);
    getGameState()->mDynamicsWorld->addCollisionObject(mTriggerNode);

}
Esempio n. 25
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bool CameraViewUpdate()
{
	if (viewFightInitRequired())
		initFightView();

	bool ghostAvailable = getGameState()->getGhost() != NULL;

	// Clear the screen
    IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F);

	if (ghostAvailable && 
		(!gameIsHalt() || getGameState()->getGhost()->isDead())) {
		updateGhost();
	}

	renderCamera();
	setupPlayer();
	if (ghostAvailable)
		renderGhost();
	playerAttackView->Render();

	playerHit->Render();

	manaBar->Render();
	cameraDefend->Update();
	cameraDefend->Render();

	tutorialView->Render();

	IwGxFlush();
    IwGxSwapBuffers();

	IwGxTickUpdate();

	return true;
}
Esempio n. 26
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void CameraDefend::Update() {
	dotAngle += 5;
	if (dotAngle > 359)
		dotAngle = 0;

	Ghost* ghost = getGameState()->getGhost();

	if (ghost != NULL && ghost->isAttackDefendable() && !(ghost->getAttack() == NULL || ghost->getAttack()->isOver())) {
		if (!active) {
			reinit();
		}
		active = true;
		getFightTutorial()->triggerTutorial(TUTORIAL_DEFEND);
	} else {
		active = false;
	}
}
Esempio n. 27
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/**
 * drawPoints
 * Zeichnen der bis zu dem Zeitpunkt erreichten Punktzahl.
 */
void
GameWorld::drawPoints() {

	CMatrix * modelview = getModelView();

	modelview->Push();
	modelview->Translate(1.8,4.2,0.0);

	drawNumber(getGameState()->getPoints());

	modelview->Pop();

	/*glPushMatrix();
		glTranslatef(0.8,2.2,0.0);
		drawNumber(getGameState()->getPoints());
	glPopMatrix();*/
}
Esempio n. 28
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void MapViewInit()
{
	Player* player = getGameState()->getPlayer();
	lastLoses = player->getLoseCount();
	lastWins = player->getWinCount();

	playerTexture = Iw2DCreateImage("textures/map_player.png");
	healthTexture = Iw2DCreateImage("textures/map_health.png");
	healthLostTexture = Iw2DCreateImage("textures/map_health_lost.png");
	xpBarTexture  = Iw2DCreateImage("textures/map_xp_bar.png");
	
	mapTexture = new CIwTexture;
	mapTexture->LoadFromFile ("textures/map_template.png");
	mapTexture->Upload();
	
	mapInit(mapTexture->GetWidth(), mapTexture->GetHeight());

	ghostInit();
}
Esempio n. 29
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/**
 * drawEndPoints
 * Zeichnen der erreichten Endpunktzahl.
 */
void
GameWorld::drawEndPoints() {

	CMatrix * modelview = getModelView();

	modelview->Push();
	modelview->Translate(-0.1,2.0,0.0);
	modelview->Scale(1.5,1.5,1.5);

	drawNumber(getGameState()->getPoints());

	modelview->Pop();

	/*
	glPushMatrix();
		glTranslatef(-0.1,1.3,0.0);
		glScalef(1.5,1.5,1.5);
		drawNumber(getGameState()->getPoints());
	glPopMatrix();
	*/
}
Esempio n. 30
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void CameraDefend::Motion(int32 x, int32 y, uint32 id) {
	if (!isActive()) return;
	Ghost* ghost = getGameState()->getGhost();

	CIwFVec2 drawEnd = CIwFVec2(x, y);

	bool dotsCollideWithDrawing = 
		(dotCollides(&dotVertsTopLeftLeft, &dotVertsSizeLeft,  touch[id]->drawStart) && dotCollides(&dotVertsTopLeftRight, &dotVertsSizeRight, drawEnd)) ||
		(dotCollides(&dotVertsTopLeftRight, &dotVertsSizeRight, touch[id]->drawStart) && dotCollides(&dotVertsTopLeftLeft, &dotVertsSizeLeft,  drawEnd));

	if (dotsCollideWithDrawing) {
		active = false;
		if (ghost->getAttack() != NULL)
			defended = true;
			ghost->getAttack()->setDefended();

		/*IwTrace(GHOST_HUNTER, ("Player defend drawing %s; coords %.0f.%.0f to %.0f.%.0f - dot left coord %.0f.%.0f right coord %.0f.%.0f", 
			dotsCollideWithDrawing ? "accpeted" : "rejected",
			drawStart.x, drawStart.y, drawEnd.x, drawEnd.y, defendVertsLeft[0].x, defendVertsLeft[0].y,
			defendVertsRight[0].x, defendVertsRight[0].y));*/
	}
}