bool classPlayer::get_item(object_colision &obj_info)
{
	if (character::get_item(obj_info)) {
		return true;
	}

	bool res = false;
	// deal with non-blocking items
	if (obj_info._object != NULL && obj_info._object->finished() == false) {
		//std::cout << "classPlayer::get_item" << std::endl;
		switch (obj_info._object->get_type()) {
		case OBJ_ENERGY_TANK:
            if (game_save.items.energy_tanks < 9) {
                game_save.items.energy_tanks++;
            }
			obj_info._object->set_finished(true);
			soundManager.play_sfx(SFX_GOT_ITEM);
            res = true;
			break;
		case OBJ_WEAPON_TANK:
            if (game_save.items.weapon_tanks == 0) {
                game_save.items.weapon_tanks++;
            }
			obj_info._object->set_finished(true);
			soundManager.play_sfx(SFX_GOT_ITEM);
            res = true;
			break;
		case OBJ_LIFE:
            game_save.items.lifes++;
            if (game_save.items.lifes > 9) {
                game_save.items.lifes = 9;
            }
			obj_info._object->set_finished(true);
			soundManager.play_sfx(SFX_GOT_ITEM);
            res = true;
			break;
		case OBJ_WEAPON_PILL_BIG:
			obj_info._object->set_finished(true);
			recharge(ENERGY_TYPE_WEAPON, ENERGY_ITEM_BIG);
            res = true;
			break;
		case OBJ_WEAPON_PILL_SMALL:
			obj_info._object->set_finished(true);
			recharge(ENERGY_TYPE_WEAPON, ENERGY_ITEM_SMALL);
            res = true;
			break;
		default:
			//std::cout << "classPlayer::get_item - unknown item type: " << obj_info._object->get_type() << std::endl;
			break;
		}
	}
	return res;
}
void classPlayer::recharge(e_energy_types _en_type, int value)
{
	if (_en_type == ENERGY_TYPE_HP) {
		character::recharge(_en_type, value);
	} else if (_en_type == ENERGY_TYPE_WEAPON) {
        if (game_save.items.weapons[selected_weapon] < PLAYER_INITIAL_HP) {
            if (game_save.items.weapons[selected_weapon] + value <= PLAYER_INITIAL_HP) {
                game_save.items.weapons[selected_weapon] += value;
			} else {
                game_save.items.weapons[selected_weapon] = PLAYER_INITIAL_HP;
			}
			soundManager.play_sfx(SFX_GOT_ENERGY);
			if (value > ENERGY_ITEM_SMALL) {
				soundManager.play_sfx(SFX_GOT_ENERGY);
			}
		}
	}
}
void classPlayer::teleport_stand()
{
	unsigned int waitTimer = timer.getTimer()+500;
	state.animation_state = ANIM_TYPE_TELEPORT;
	/*
	if (p2Obj) {
		p2Obj->sprite->anim_type = ANIM_TELEPORT;
	}
	*/
	soundManager.play_sfx(SFX_TELEPORT);
	while (waitTimer > timer.getTimer()) {
        draw_lib.update_screen();
		show();
		/*
		if (p2Obj) {
			show_sprite(p2Obj->sprite, game_screen);
		}
		*/
		//drawMap3rdLevel(game_screen);
		//updateScreen(game_screen);
		input.waitTime(20);
	}
}
void key_map::draw_screen()
{
    bool finished = false;
    st_position config_text_pos;
    st_position cursor_pos;
    short _pick_pos = 0;

    config_text_pos.x = graphLib.get_config_menu_pos().x + 74;
    config_text_pos.y = graphLib.get_config_menu_pos().y + 40;
    cursor_pos = config_text_pos;

    graphLib.clear_area(config_text_pos.x-1, config_text_pos.y-1, 180,  180, 0, 0, 0);
    input.clean();
    input.waitTime(300);

    for (unsigned int i=0; i<_keys_list.size(); i++) {
        graphLib.draw_text(config_text_pos.x, config_text_pos.y + i*CURSOR_SPACING, _keys_list[i].c_str());
        redraw_line(i);
    }
    graphLib.draw_text(config_text_pos.x, config_text_pos.y + _keys_list.size()*CURSOR_SPACING, "RETURN");
    draw_lib.update_screen();

    //cout << "scenesLib::option_picker::START\n";
    graphLib.drawCursor(st_position(cursor_pos.x-CURSOR_SPACING, cursor_pos.y+(_pick_pos*CURSOR_SPACING)));

    while (finished == false) {
        input.readInput();
        if (input.p1_input[BTN_START]) {
            if (_pick_pos == (short)_keys_list.size()) {
                std::cout << "key_map::draw_screen - FINISHED #1" << std::endl;
                finished = true;
            } else {
                graphLib.draw_text(config_text_pos.x, config_text_pos.y + _keys_list.size()*CURSOR_SPACING+CURSOR_SPACING*2, "PRESS NEW KEY/BUTTON"); //input code (number)
                draw_lib.update_screen();
                //format_v_2_1_1::st_key_config new_key = input.get_pressed_key();
                graphLib.clear_area(config_text_pos.x, config_text_pos.y + _keys_list.size()*CURSOR_SPACING+CURSOR_SPACING*2-1, 180,  CURSOR_SPACING+1, 0, 0, 0);
                ///@TODO - key_config[_pick_pos].key_type = new_key.key_type;
                ///@TODO - key_config[_pick_pos].key_number = new_key.key_number;
                redraw_line(_pick_pos);
                draw_lib.update_screen();
            }
        }
        if (input.p1_input[BTN_DOWN]) {
                soundManager.play_sfx(SFX_CURSOR);
                graphLib.eraseCursor(st_position(cursor_pos.x-CURSOR_SPACING, cursor_pos.y+(_pick_pos*CURSOR_SPACING)));
                _pick_pos++;
                if (_pick_pos >= (short)_keys_list.size()+1) {
                    _pick_pos = 0;
                }
                graphLib.drawCursor(st_position(cursor_pos.x-CURSOR_SPACING, cursor_pos.y+(_pick_pos*CURSOR_SPACING)));
        }
        if (input.p1_input[BTN_UP]) {
                soundManager.play_sfx(SFX_CURSOR);
                graphLib.eraseCursor(st_position(cursor_pos.x-CURSOR_SPACING, cursor_pos.y+(_pick_pos*CURSOR_SPACING)));
                _pick_pos--;
                if (_pick_pos < 0) {
                    _pick_pos = _keys_list.size();
                }
                graphLib.drawCursor(st_position(cursor_pos.x-CURSOR_SPACING, cursor_pos.y+(_pick_pos*CURSOR_SPACING)));
        }
        if (input.p1_input[BTN_QUIT]) {
            std::cout << "key_map::draw_screen - FINISHED #2" << std::endl;
            finished = true;
        }
        input.clean();
        input.waitTime(10);
        draw_lib.update_screen();
    }
}
Esempio n. 5
0
// column1: normal, ape,    daisie, dynamite, mummy,     spike
// column2:         techno, mage,   seahorse, item coil, item jet
// column3: e-tank, w-tank *(must be changed, as currently are two rows)
void class_config::move_cursor(Sint8 x_inc, Sint8 y_inc) {
	// left/right: if position exists, just move. if not then go to first item in nexct column or stays in place
	bool moved = false;
    st_position res;

    //std::cout << ">>>>> class_config::move_cursor - xinc: " << x_inc << ", y_inc: " << y_inc << std::endl;

    if (ingame_menu_pos.y != 6) { // weapons positions
        if (x_inc > 0) {
            if (ingame_menu_pos.x == 0) {
                res = move_weapon_curstor_right();
                if (res.x != -1) {
                    ingame_menu_pos = res;
                    moved = true;
                }
            } else {
                res = move_weapon_curstor_left(); // right on right column - move left
                if (res.x != -1) {
                    ingame_menu_pos = res;
                    moved = true;
                }
			}
		} else if (x_inc < 0 && ingame_menu_pos.y != 0) {
            if (ingame_menu_pos.x == 0) {
                res = move_weapon_curstor_right(); // left on left column - move right
                if (res.x != -1) {
                    ingame_menu_pos = res;
                    moved = true;
                }
            } else {
                res = move_weapon_curstor_left();
                if (res.x != -1) {
                    ingame_menu_pos = res;
                    moved = true;
                }
			}

		}
    } else { // energy drinks position
		if (x_inc > 0 && ingame_menu_pos.y != 0) {
			if (ingame_menu_pos.x < 2) {
				ingame_menu_pos.x++;
			} else {
				ingame_menu_pos.x = 0;
			}
			moved = true;
		} else if (x_inc < 0) {
			if (ingame_menu_pos.x == 0) {
				ingame_menu_pos.x = 2;
			} else {
				ingame_menu_pos.x--;
			}
			moved = true;
		}
	}





	if (y_inc > 0) {
		if (ingame_menu_pos.y < 6) {
            res = move_weapon_curstor_down();
            if (res.y != -1) {
                ingame_menu_pos = res;
                moved = true;
            }
        } else {
            ingame_menu_pos.x = 0;
            ingame_menu_pos.y = 0;
		}
		moved = true;
    } else if (y_inc < 0) {
        if ((ingame_menu_pos.x == 0 && ingame_menu_pos.y == 0) || (ingame_menu_pos.x == 1 && ingame_menu_pos.y == 1)) { // when on top, go to energy drinks section
            std::cout << "MOVE CURSOR #1" << std::endl;
			ingame_menu_pos.y = 6;
		} else {
            if (ingame_menu_pos.y == 6 && ingame_menu_pos.x == 2) { // just fix x, as there is no third column on weapons section as there is in the energy drinks section
				ingame_menu_pos.x = 1;
			}
            res = move_weapon_curstor_up();
            if (res.y != -1) {
                ingame_menu_pos = res;
                moved = true;
            }
		}
	}
	if (moved == true) {
		soundManager.play_sfx(SFX_CURSOR);
    }
}
Esempio n. 6
0
void class_config::use_tank(int tank_type)
{
	int n = 0;

    // check tank number
    if (tank_type == TANK_ENERGY && game_save.items.energy_tanks == 0) {
        return;
    }
    if (tank_type == TANK_WEAPON && game_save.items.weapon_tanks == 0) {
        return;
    }
    if (tank_type == TANK_SPECIAL && game_save.items.special_tanks == 0) {
        return;
    }

	// no need for tank usage
	if (tank_type == TANK_ENERGY && player_ref->get_hp().current == player_ref->get_hp().total) {
		return;
	}
	if (tank_type == TANK_ENERGY || tank_type == TANK_SPECIAL) {
		while (player_ref->get_hp().current < player_ref->get_hp().total) {
			player_ref->set_current_hp(1);
			if (n == 0 || n % 6 == 0) {
				soundManager.play_sfx(SFX_GOT_ENERGY);
			}
			n++;
			//graphLib.draw_horizontal_hp_bar(WPN_COLUMN_Y, 2, player_ref->get_hp().current);
			graphLib.draw_weapon_cursor(st_position(0, 0), player_ref->get_hp().current, -1);
            draw_lib.update_screen();
			input.waitTime(50);
		}
	}
	if (tank_type == TANK_SPECIAL || tank_type == TANK_WEAPON) {
		st_position weapon_pos(0, 0);
		for (int i=0; i<WEAPON_COUNT; i++) {
			n = 0;
			short unsigned int value = player_ref->get_weapon_value(i);
			if (value < player_ref->get_hp().total) {
				while (value < player_ref->get_hp().total) {
					value++;
					player_ref->set_weapon_value(i, value);
					if (n == 0 || n % 6 == 0) {
						soundManager.play_sfx(SFX_GOT_ENERGY);
					}
					n++;
					graphLib.draw_weapon_cursor(weapon_pos, player_ref->get_weapon_value(i), -1);
                    draw_lib.update_screen();
					input.waitTime(50);
				}
			}
			weapon_pos.y = weapon_pos.y+1;
			if (weapon_pos.y > 5) {
				weapon_pos.y = 1;
				weapon_pos.x = 1;
			}
		}
	}
    // consume tank
    if (tank_type == TANK_ENERGY) {
        game_save.items.energy_tanks--;
    }
    if (tank_type == TANK_WEAPON) {
        game_save.items.weapon_tanks--;
    }
    if (tank_type == TANK_SPECIAL) {
        game_save.items.special_tanks--;
    }
}
void classPlayer::execute_projectiles()
{
    // animate projectiles
    vector<projectile>::iterator it;
    bool ignore_hit_timer = false;
    if (_simultaneous_shots > 1) {
        ignore_hit_timer = true;
    }

    for (it=projectile_list.begin(); it<projectile_list.end(); it++) {
        if ((*it).is_finished == true) {
            projectile_list.erase(it);
            break;
        }
        st_size moved = (*it).move();

        //std::cout << "projectile.move_type: " << (*it)->get_move_type() << std::endl;

        /// @TODO projectiles that are tele-guided
        if ((*it).get_move_type() == TRAJECTORY_CHAIN) {
            (*it).set_y(position.y+frameSize.height/2);
        } else if ((*it).get_move_type() == TRAJECTORY_QUAKE) {
            damage_ground_npcs();
            continue;
        }
        (*it).draw();
        if ((*it).is_reflected == true) {
            continue;
        }
        // check colision agains enemies
        std::vector<classnpc*>::iterator enemy_it;
        for (enemy_it=map->_npc_list.begin(); enemy_it != map->_npc_list.end(); enemy_it++) {
            if ((*it).is_finished == true) {
                projectile_list.erase(it);
                break;
            }
            if ((*enemy_it)->is_on_visible_screen() == false) {
                continue;
            }
            if ((*enemy_it)->is_dead() == true) {
                continue;
            }



            //classnpc* enemy = (*enemy_it);
            if ((*it).check_colision(st_rectangle((*enemy_it)->getPosition().x, (*enemy_it)->getPosition().y, (*enemy_it)->get_size().width, (*enemy_it)->get_size().height), st_position(moved.width, moved.height)) == true) {
                if ((*enemy_it)->is_shielded((*it).get_direction()) == true) { // shielded NPC -> reflects shot
                    if ((*it).get_trajectory() == TRAJECTORY_CHAIN) {
                        (*it).consume_projectile();
                    } else {
                        (*it).reflect();
                    }
                    continue;
                }
                if ((*enemy_it)->is_invisible() == true) { // invisible NPC -> ignore shot
                    continue;
                }





                // check if have hit area, and if hit it
                st_rectangle enemy_hit_area = (*enemy_it)->get_hit_area();
                st_size enemy_size = (*enemy_it)->get_size();
                enemy_hit_area.x += (*enemy_it)->getPosition().x-1;
                enemy_hit_area.y += (*enemy_it)->getPosition().y;

                //std::cout << ">> PLAYER::execute_projectiles[" << (*enemy_it)->getName() << "] - npc.h: " << enemy_size.height << ", hit_area.h: " << enemy_hit_area.h << std::endl;
                if (enemy_hit_area.w != enemy_size.width || enemy_hit_area.h != enemy_size.height) {
                    //std::cout << ">> PLAYER::execute_projectiles[" << (*enemy_it)->getName() << "] - use hit_area" << std::endl;
                    if ((*it).check_colision(enemy_hit_area, st_position(moved.width, moved.height)) == false) { // hit body, but not the hit area -> reflect
                        //std::cout << ">> PLAYER::execute_projectiles[" << (*enemy_it)->getName() << "]Projectile missed - enemy_hit_area.w: " << enemy_hit_area.w << ", enemy_hit_area.h: " << enemy_hit_area.h << std::endl;
                        (*it).consume_projectile();
                        continue;
                    }
                //} else {
                    //std::cout << ">> PLAYER::execute_projectiles[" << (*enemy_it)->getName() << "] - DONT use hit_area" << std::endl;
                }

                short wpn_id = (*it).get_weapon_id();

                //std::cout << "******* wpn_id: " << wpn_id << std::endl;
                if (wpn_id < 0) {
                    wpn_id = 0;
                }

                //std::cout << ">> player weapon damage #1" << std::endl;
                //std::cout << "******* (*enemy_it)->is_using_circle_weapon(): " << (*enemy_it)->is_using_circle_weapon() << ", (*it)->get_trajectory(): " << (*it)->get_trajectory() << ", TRAJECTORY_CHAIN: " << TRAJECTORY_CHAIN << std::endl;
                // NPC using cicrcle weapon, is only be destroyed by CHAIN, but NPC won't take damage
                if ((*enemy_it)->is_using_circle_weapon() == true ) {
                    if ((*it).get_trajectory() == TRAJECTORY_CHAIN) {
                        //std::cout << "PLAYER projectile hit NPC centered-weapon" << std::endl;
                        (*enemy_it)->consume_projectile();
                    }
                    (*it).consume_projectile();
                    return;
                }

                if ((*it).get_damage() > 0) {
                    int multiplier = game_data.game_npcs[(*enemy_it)->get_number()].weakness[wpn_id].damage_multiplier;
                    if (multiplier <= 0) {
                        multiplier = 1;
                    }
                    (*enemy_it)->damage((*it).get_damage() * multiplier, ignore_hit_timer);
                }
                if ((*it).get_damage() > 0) {
                    (*it).consume_projectile();
                    soundManager.play_sfx(SFX_NPC_HIT);
                }
            }
        }
    }
}