Esempio n. 1
0
void
Yeti::drop_stalactite()
{
  // make a stalactite falling down and shake camera a bit
  Sector::current()->camera->shake(.1, 0, 10);

  YetiStalactite* nearest = 0;
  float dist = FLT_MAX;

  Player* player = this->get_nearest_player();
  if (!player) return;

  Sector* sector = Sector::current();
  for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
      i != sector->gameobjects.end(); ++i) {
    YetiStalactite* stalactite = dynamic_cast<YetiStalactite*> (*i);
    if(stalactite && stalactite->is_hanging()) {
      float sdist
        = fabsf(stalactite->get_pos().x - player->get_pos().x);
      if(sdist < dist) {
        nearest = stalactite;
        dist = sdist;
      }
    }
  }

  if(nearest)
    nearest->start_shaking();
}
Esempio n. 2
0
void
Yeti::drop_stalactite()
{
  // make a stalactite falling down and shake camera a bit
  Sector::current()->camera->shake(.1f, 0, 10);

  Player* player = get_nearest_player();
  if (!player) return;

  Sector* sector = Sector::current();
  for(Sector::GameObjects::const_iterator i = sector->gameobjects.begin();
      i != sector->gameobjects.end(); ++i) {
    YetiStalactite* stalactite = dynamic_cast<YetiStalactite*>(i->get());
    if(stalactite && stalactite->is_hanging()) {
      if (hit_points >= 3) {
        // drop stalactites within 3 of player, going out with each jump
        float distancex = fabsf(stalactite->get_bbox().get_middle().x - player->get_bbox().get_middle().x);
        if(distancex < stomp_count*32) {
          stalactite->start_shaking();
        }
      }
      else { /* if (hitpoints < 3) */
        // drop every 3rd pair of stalactites
        if(((((int)stalactite->get_pos().x + 16) / 64) % 3) == (stomp_count % 3)) {
          stalactite->start_shaking();
        }
      }
    } /* if(stalactite && stalactite->is_hanging()) */
  }
}